Rise of the Tomb Raider DirectX 12 Performance Review

WYP

News Guru
Rise of the Tomb Raider now supports DirectX 12, but does it offer the performance improvements that we hoped?

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Read more on Rise of the Tomb Raider's DirectX 12 performance.
 
Nvidia sponsored titles using the DX12 api perform worse than their DX11 counterparts.
 
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I must be missing something ...

DX12 is slower and more unstable.

Why is it released then? Is there some benefit, that I fail to notice?
 
Played around with it and so far aside from the performance loss I can't see any image quality differences between DX11 and DX12 in this game.
 
Played around with it and so far aside from the performance loss I can't see any image quality differences between DX11 and DX12 in this game.

DX12 doesn't mean automatically better VX:p Now it can in the sense that in DX11 you could play at high but in DX12 you can play at Ultra at the same frame rate.
 
Not yet, Well not in this game anyway, Perf loss all round.

True. Give it some time. Out of the 3 or 4 so games that "support" dx12, only one manages to make it work and that's because it was built with the engine from the start. Goes to show the difference between the two ways of implementing it.
 
This is just bad for dx12. 3 games with just issues in dx12 so starting to fail why we need dx12. i guess marketing hype and seeing how mantle performed and all it's issues I don'thave faith in dx12. Also to see vulkan perform worse than dx11 is just bad. guess we would have to see what the next gpu's can do that's designed for dx12 and vulkan
 
True. Give it some time. Out of the 3 or 4 so games that "support" dx12, only one manages to make it work and that's because it was built with the engine from the start. Goes to show the difference between the two ways of implementing it.

if this is in reference to ashes, then tbh, it's only better in dx12 beacause it's p*ss poor in dx11, that game is not optimised in any way shape or form
 
I have to add one thing in favor of DX12: In the build-in benchmark in DX11 mode right in the first scene the fur around the hood of Lara's jacket is flickering, which it is not in DX12. No artefacts here. Performance is nearly identical between DX11 and DX12 in the benchmark, allthough SLI doesn't work in DX12.
This is on Nvidia 980Ti all settings maxed in 2560x1600.
 
Load more expect less

Well DX12 was designed with one main thought in mind "offload CPU".So if you have system where the CPU is not the bottleneck and you offload totally this CPU by bringing everything to the GPU by what reason you would expect the GPU to keep the same FPS or even worse to gain more ???? First the benchmark done do not actually test the main idea of DX12 (also same apply for all similar APIs from the class Vulkan , Mantle and way back in time 3dfx Glide).And since the API is giving low level access to the developers it means that it is not foolproof as DX11 is which means that if an engine is performing bad is the incopetence of the engine developer not of the API.

Also i want to stress out the review.When you test a software for offloading CPU why there is no cpu load times ? Why are you testing CPU offloading API of a non CPU intesive game title at the fastest possible to order desktop CPU overclocked ? To see the benefits of CPU offloading you need slow CPU for this title.
So basically there is nothing to discuss on this results you took whatever left out of an empty truck and put it into a small family hatchback that was already full and it started going even slower yeah kinda expected.
 
My game crashes after about 15 mins when using DX12, it doesn't crash at all using DX11. I have a GTX980ti and Win10 so I should be fine. Certainly sticking with DX11.
 
Well DX12 was designed with one main thought in mind "offload CPU".So if you have system where the CPU is not the bottleneck and you offload totally this CPU by bringing everything to the GPU by what reason you would expect the GPU to keep the same FPS or even worse to gain more ???? First the benchmark done do not actually test the main idea of DX12 (also same apply for all similar APIs from the class Vulkan , Mantle and way back in time 3dfx Glide).And since the API is giving low level access to the developers it means that it is not foolproof as DX11 is which means that if an engine is performing bad is the incopetence of the engine developer not of the API.

Also i want to stress out the review.When you test a software for offloading CPU why there is no cpu load times ? Why are you testing CPU offloading API of a non CPU intesive game title at the fastest possible to order desktop CPU overclocked ? To see the benefits of CPU offloading you need slow CPU for this title.
So basically there is nothing to discuss on this results you took whatever left out of an empty truck and put it into a small family hatchback that was already full and it started going even slower yeah kinda expected.
^ He gets it.
 
if this is in reference to ashes, then tbh, it's only better in dx12 beacause it's p*ss poor in dx11, that game is not optimised in any way shape or form

It's pretty good in either API. The benchmark in dx11 isn't very kind, it's better in actual gameplay. DX12 is awesome in actual gameplay. Butter smooth for me
 
It's pretty good in either API. The benchmark in dx11 isn't very kind, it's better in actual gameplay. DX12 is awesome in actual gameplay. Butter smooth for me

Did these for a bench thread.

Kingpin 980 Ti @1570/2127
Stock volts
Air cooled
Stock bios
DX12
1080p
4930k @4.5
364.51 drivers

czC4Y2m.jpg





Kingpin 980 Ti @1570/2102
Stock volts
Air cooled
Stock bios
DX11
1080p
4930k @4.0
359.91 drivers

dMo0QNf.jpg
 
Well yeah that's for this game, the one we were talking about was a different one:p

I'm not expecting DX12 to bring any benefit to a game that is not CPU bound, which none of them are that support it. Ashes is the only one, and the only one built with it in mind. You can see how much better it is because of it. So while you don't gain anything in DX12 you aren't losing much either. If you aren't CPU bound then a good way to tell if it was implemented correctly is if the performance was roughly equal to DX11. This game is kinda close, but don't expect much improvement
 
Well yeah that's for this game, the one we were talking about was a different one:p

I'm not expecting DX12 to bring any benefit to a game that is not CPU bound, which none of them are that support it. Ashes is the only one, and the only one built with it in mind. You can see how much better it is because of it. So while you don't gain anything in DX12 you aren't losing much either. If you aren't CPU bound then a good way to tell if it was implemented correctly is if the performance was roughly equal to DX11. This game is kinda close, but don't expect much improvement

For starters, you loose SLI support as of now. ;)
 
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