![]() ![]() ![]() In the image above, the demo starts off in DX11 mode - and then at the half-way point DX12 is enabled. The results, as you can see from the various images throughout this story, are pretty dramatic. The second mode unlocks the frame rate, allowing the CPU and GPU to try as hard as possible to score the max fps. The first mode locks the frame rate, which keeps the hardware load constant, allowing you to see the power consumption difference between DX12 and 11. Notice how the CPU power consumption plummets when the program switches to DX12. If you were wondering why Intel is running the demo instead of Microsoft: The original Surface Pro 3, with a Core i5 chip, has Intel HD4400 graphics. The program can switch between DirectX 12 and 11 with the click of a button. A graph in the bottom right corner of the window shows the current power consumption of both the CPU and GPU. The program draws 50,000 asteroids on the screen, each with a unique combination of vertices, textures, and constants. Intel's DirectX 12 demo setup consists of a Surface Pro 3 tablet and a custom-made benchmarking program. In a similar demo, the higher efficiency and lower overheads of DX12 allowed for a 60% increase in frame rate over DX11 while consuming the same amount of power. After an awful lot of talk about the benefits of Mantle, DirectX 12, and OpenGL NG, it's very exciting to see an example of the actual real-world gains of these new graphics APIs. The exact same demo under DirectX 12 consumed 50% less power than the DirectX 11 version. At its Siggraph 2014 booth, Intel is showing off one of the first public demos of DirectX 12 and Direct3D 12 - and the improvement over older graphics APIs, such as DirectX 11, is really quite startling. ![]()
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