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DX11 VS DX12 Inputlag

Posted: 17 Oct 2021, 06:52
by blackstorm82
"First question"

DX11 LLM[ON]
139FPS CAP [GPU 80%]

DX12
139FPS CAP [GPU 80%]

Is there really any difference?

"Second question"

DX11 LLM[ON]
200FPS [GPU 99%]

DX12
200FPS [GPU 99%]

I know that Direct12 automatically manages idle frames.
Which conditions are better?

Re: DX11 VS DX12 Inputlag

Posted: 17 Oct 2021, 08:54
by jorimt
blackstorm82 wrote:
17 Oct 2021, 06:52
DX11 LLM[ON]
139FPS CAP [GPU 80%]

DX12
139FPS CAP [GPU 80%]

Is there really any difference?
That's if we're assuming every game, API, and engine handles pre-rendered frames the same. They don't, so it can vary.

Hypothetically though, if it were DX11 + LLM "On" + GPU @80% vs DX12 + GPU @80% in the same game, would there be a difference in GPU-limited behavior or the amount of pre-rendered frames in the render queue? Probably not.
blackstorm82 wrote:
17 Oct 2021, 06:52
DX11 LLM[ON]
200FPS [GPU 99%]

DX12
200FPS [GPU 99%]

I know that Direct12 automatically manages idle frames.
Which conditions are better?
DX12 doesn't allow external settings such as LLM to manipulate the render queue like DX11 does, but that doesn't necessarily mean DX12 "automatically manages idles frames" in every case.

As for the scenario itself, again, assuming it's in the same game, it can still depend on how the developers are handling the render queue in DX12 vs DX11. There can be differences.

That said, both will still fully be GPU-limited in that scenario unless the game in question supports Reflex and it's enabled (or, alternately, you set a manual FPS limit below that 200 FPS to prevent 99% GPU usage).

TLRD: There's no one answer to your posed scenarios.

Re: DX11 VS DX12 Inputlag

Posted: 17 Oct 2021, 09:52
by Eonds
blackstorm82 wrote:
17 Oct 2021, 06:52
"First question"

DX11 LLM[ON]
139FPS CAP [GPU 80%]

DX12
139FPS CAP [GPU 80%]

Is there really any difference?

"Second question"

DX11 LLM[ON]
200FPS [GPU 99%]

DX12
200FPS [GPU 99%]

I know that Direct12 automatically manages idle frames.
Which conditions are better?


dx11 with lower gpu utilization & you should always be capping FPS in GPU intensive games

Re: DX11 VS DX12 Inputlag

Posted: 18 Oct 2021, 07:33
by blackstorm82
jorimt wrote:
17 Oct 2021, 08:54
blackstorm82 wrote:
17 Oct 2021, 06:52
DX11 LLM[ON]
139FPS CAP [GPU 80%]

DX12
139FPS CAP [GPU 80%]

Is there really any difference?
That's if we're assuming every game, API, and engine handles pre-rendered frames the same. They don't, so it can vary.

Hypothetically though, if it were DX11 + LLM "On" + GPU @80% vs DX12 + GPU @80% in the same game, would there be a difference in GPU-limited behavior or the amount of pre-rendered frames in the render queue? Probably not.
blackstorm82 wrote:
17 Oct 2021, 06:52
DX11 LLM[ON]
200FPS [GPU 99%]

DX12
200FPS [GPU 99%]

I know that Direct12 automatically manages idle frames.
Which conditions are better?
DX12 doesn't allow external settings such as LLM to manipulate the render queue like DX11 does, but that doesn't necessarily mean DX12 "automatically manages idles frames" in every case.

As for the scenario itself, again, assuming it's in the same game, it can still depend on how the developers are handling the render queue in DX12 vs DX11. There can be differences.

That said, both will still fully be GPU-limited in that scenario unless the game in question supports Reflex and it's enabled (or, alternately, you set a manual FPS limit below that 200 FPS to prevent 99% GPU usage).

TLRD: There's no one answer to your posed scenarios.
You are the best too. Thank you very much for your reply

Re: DX11 VS DX12 Inputlag

Posted: 18 Oct 2021, 09:22
by jorimt
blackstorm82 wrote:
18 Oct 2021, 07:33
You're welcome.