Rise of the Tomb Raider

Rise of the Tomb Raider

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DirectX 11 vs DirectX 12 benchmark differences
Hi all. I'm trying to compare benchmarks between DX11 and DX12. The problem is, even with the same settings between benchmarks, I noticed the DX12 benchmark is rendering stuff in more detail and the environment is more "filled". For example, in the DX12 benchmark of Geothermal Valley, the ground is more detailed, and there are A LOT more bushes, trees, and rocks that don't appear in the DX11 benchmark, even though all the settings are the same. I'd like to find out what's causing this so I can have an apples to apples comparison.
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♥♥♥♥ optimization
Do a search, there is many threads with benchmarks. All it does is give me higher lows, worst improvement ive seen in a dx12/vulkan title (ya nvidia).

Dx12 will not change the quality unless it's features are used right and performance is better and you can up settings. In the GV bench dx11 gets more pop ins then dx12, I see no diff during gameplay.

Basicly all I can see is better cpu overhead and scaling.
最近の変更はFeilDOWが行いました; 2016年7月25日 4時02分
More Bushes and more Trees?! They are almost there, even in DX11 but your System cant handle so much data at one time, i dont know if gpu ram or system ram, i have the same issue... but under dx11 they are popping up after 1-2 seconds.

DX12 runs a bit smoother under 60 FPS, dont know why yet... but it doesnt feels so stuttering with 55FPS under DX11. But no VXOA Support for DX12 :(
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投稿日: 2016年7月23日 13時01分
投稿数: 3