What DirectX 11 is, and What It Means to You
The Performance Impact
How does all this graphics goodness affect frame rates?
If we set the wayback machine to a couple of years ago, we’d relive the disappointment we all experienced with the first DirectX 10 games. Visual effects added only marginally to image quality, but the performance hit was huge. What’s the impact of these spiffy new DirectX 11 features? Also, what’s the impact of postprocessing effects? Obviously, adding more shader programs can impact performance, but how much?
We tested performance with hardware tessellation using the Unigine Heaven 2.0 synthetic benchmark (which uses a real game engine) and STALKER: Call of Pripyat. Call of Pripyat was also used to test performance with SSAO, HBAO, and HDAO.
The performance of Nvidia’s GTX 480’s tessellation engine looks pretty awesome relative to AMD’s part in a benchmark like Heaven, but as we can see from Call of Pripyat, the impact of tessellation on real games is less clear. There just aren’t enough titles yet that make heavy use of hardware tessellation to determine which GPU is superior. Subjective experiences differ; Metro 2033’s performance, for example, seems to give the edge to Nvidia, though we don’t have hard numbers to back this up. On the other hand, Aliens vs. Predator is a smooth experience on both AMD and Nvidia’s latest cards.
Just Cause 2 supports two interesting GPU postprocessing features if you’re running an Nvidia-based card: bokeh and water simulation. Thus, we tested the GTX 480’s performance with and without those features using the game’s Concrete Jungle built-in benchmark.
As you can see, enabling these features incurs a performance cost. But that cost is a few percentage points, rather than the 75–80 percent decrease we saw moving from DX9 to DX10.
Final Thoughts
In the past, comparisons regarding performance versus visual features revolved around antialiasing and anisotropic filtering. DirectX 10 added some new tricks to the game developer’s arsenal, but came with a severe performance penalty. DirectX 11’s new features can affect performance, but the new generation of graphics cards enables you to run with much better visual fidelity while maintaining reasonable performance.
It takes time for developers to take advantage of new features. The good news is that the uptake on DirectX 11–capable GPUs has been one of the most rapid in recent history. We are starting to see increasing use of capabilities that first began showing up with DirectX 9—finally. For example, it’s hard to find a current-generation game that doesn’t take advantage of the postprocessing effects made possible with programmable shaders. Developers continue to experiment with postprocessing effects, as we’ve seen with the bokeh setting in Just Cause 2. And features like film grain and depth of field are commonplace. Newer titles bring new effects, such as emulating color filters seen in big-budget movies and TV shows.
Good tools will be the key to seeing new features take hold. One reason postprocessing has become so common is that graphics programmers have developed tools similar in concept to Photoshop filters, which allows artists to easily implement them in the art pipeline. It will be some time before similar tools are readily available for newer, DX11-capable hardware.
Then there’s the multiplatform question. Larger game publishers are leery of pushing high-end, PC-exclusive features if they’re shipping big-budget titles across multiple platforms, including game consoles that may not support tessellation or other features. While the PC has made something of a comeback in the gaming arena, putting additional developer resources into PC-exclusive abilities is still something of an afterthought.
Still, we are seeing new games emerge that take full advantage of new graphics possibilities. Eastern Europe seems to be an emerging haven for bleeding-edge development of PC games, if the STALKER series, Cryostasis, and Metro 2033 are any indication. And even console-oriented titles, like Dirt 2, can be architected to take advantage of new APIs on PCs.
So if you have one of the new generation of DirectX 11 cards, turn up the eye candy and experiment. Your games can look better than ever.
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GTX 480 vs. Radeon HD 5870
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Nvidia GeForce GTX 480 |
XFX Radeon HD 5870 XXX
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| Heaven, no tessellation (fps) |
62.8
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56.2 |
| Heaven, moderate tessellation (fps) |
55.0
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43.5 |
| Heaven, normal tessellation (fps) |
50.3
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36.4 |
| Heaven, extreme tessellation (fps) |
39.0
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21.8 |
| Call of Pripyat, all off (fps) |
78.5 |
88.8
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| Call of Pripyat, contact shadows on (fps) |
74.7 |
77.0
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| Call of Pripyat, tessellation on (fps) |
74.5 |
86.5 |
| Call of Pripyat, SSAO (fps) |
62.7 |
75.8 |
| Call of Pripyat, HBAO (fps) |
68.3 |
77.1 |
| Call of Pripyat, HDAO (fps) |
56.4 |
65.1
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| Call of Pripyat, tessellation, contact shadows, and HDAO on (fps) |
52.1 |
57.5 |
Best scores are bolded. Our benchmark test bed is a 3.33GHz Core i7-975 Extreme Edition in an Asus P6X58D Premium motherboard with 6GB of DDR3/1333 and an 850TX Corsair PSU. The OS is 64-bit Windows 7 Ultimate. Benchmarks were run at 1920x1200. AA was disabled for these benchmarks. For Call of Pripyat, SSAO quality was set to high.
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Nvidia GeForce GTX 480
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| Just Cause 2, all off (fps) |
44 |
| Just Cause 2, bokeh on (fps) |
41.7 |
| Just Cause 2, water simulation on (fps) |
38.6 |
| Just Cause 2, both on (fps) |
36.8 |
Tests run in Concrete Jungle benchmark. Other graphics features were dialed up to the maximum settings, and the benchmark was run at 1920x1200.