"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 VS DX12 Inputlag
Re: DX11 VS DX12 Inputlag
That's if we're assuming every game, API, and engine handles pre-rendered frames the same. They don't, so it can vary.blackstorm82 wrote: ↑17 Oct 2021, 06:52DX11 LLM[ON]
139FPS CAP [GPU 80%]
DX12
139FPS CAP [GPU 80%]
Is there really any difference?
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.
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.blackstorm82 wrote: ↑17 Oct 2021, 06:52DX11 LLM[ON]
200FPS [GPU 99%]
DX12
200FPS [GPU 99%]
I know that Direct12 automatically manages idle frames.
Which conditions are better?
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.
(jorimt: /jor-uhm-tee/)
Author: Blur Busters "G-SYNC 101" Series
Displays: ASUS PG27AQN, LG 48CX VR: Beyond, Quest 3, Reverb G2, Index OS: Windows 11 Pro Case: Fractal Design Torrent PSU: Seasonic PRIME TX-1000 MB: ASUS Z790 Hero CPU: Intel i9-13900k w/Noctua NH-U12A GPU: GIGABYTE RTX 4090 GAMING OC RAM: 32GB G.SKILL Trident Z5 DDR5 6400MHz CL32 SSDs: 2TB WD_BLACK SN850 (OS), 4TB WD_BLACK SN850X (Games) Keyboards: Wooting 60HE, Logitech G915 TKL Mice: Razer Viper Mini SE, Razer Viper 8kHz Sound: Creative Sound Blaster Katana V2 (speakers/amp/DAC), AFUL Performer 8 (IEMs)
Author: Blur Busters "G-SYNC 101" Series
Displays: ASUS PG27AQN, LG 48CX VR: Beyond, Quest 3, Reverb G2, Index OS: Windows 11 Pro Case: Fractal Design Torrent PSU: Seasonic PRIME TX-1000 MB: ASUS Z790 Hero CPU: Intel i9-13900k w/Noctua NH-U12A GPU: GIGABYTE RTX 4090 GAMING OC RAM: 32GB G.SKILL Trident Z5 DDR5 6400MHz CL32 SSDs: 2TB WD_BLACK SN850 (OS), 4TB WD_BLACK SN850X (Games) Keyboards: Wooting 60HE, Logitech G915 TKL Mice: Razer Viper Mini SE, Razer Viper 8kHz Sound: Creative Sound Blaster Katana V2 (speakers/amp/DAC), AFUL Performer 8 (IEMs)
Re: DX11 VS DX12 Inputlag
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
-
- Posts: 23
- Joined: 01 Jun 2020, 20:23
Re: DX11 VS DX12 Inputlag
You are the best too. Thank you very much for your replyjorimt wrote: ↑17 Oct 2021, 08:54That's if we're assuming every game, API, and engine handles pre-rendered frames the same. They don't, so it can vary.blackstorm82 wrote: ↑17 Oct 2021, 06:52DX11 LLM[ON]
139FPS CAP [GPU 80%]
DX12
139FPS CAP [GPU 80%]
Is there really any difference?
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.
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.blackstorm82 wrote: ↑17 Oct 2021, 06:52DX11 LLM[ON]
200FPS [GPU 99%]
DX12
200FPS [GPU 99%]
I know that Direct12 automatically manages idle frames.
Which conditions are better?
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
You're welcome.
(jorimt: /jor-uhm-tee/)
Author: Blur Busters "G-SYNC 101" Series
Displays: ASUS PG27AQN, LG 48CX VR: Beyond, Quest 3, Reverb G2, Index OS: Windows 11 Pro Case: Fractal Design Torrent PSU: Seasonic PRIME TX-1000 MB: ASUS Z790 Hero CPU: Intel i9-13900k w/Noctua NH-U12A GPU: GIGABYTE RTX 4090 GAMING OC RAM: 32GB G.SKILL Trident Z5 DDR5 6400MHz CL32 SSDs: 2TB WD_BLACK SN850 (OS), 4TB WD_BLACK SN850X (Games) Keyboards: Wooting 60HE, Logitech G915 TKL Mice: Razer Viper Mini SE, Razer Viper 8kHz Sound: Creative Sound Blaster Katana V2 (speakers/amp/DAC), AFUL Performer 8 (IEMs)
Author: Blur Busters "G-SYNC 101" Series
Displays: ASUS PG27AQN, LG 48CX VR: Beyond, Quest 3, Reverb G2, Index OS: Windows 11 Pro Case: Fractal Design Torrent PSU: Seasonic PRIME TX-1000 MB: ASUS Z790 Hero CPU: Intel i9-13900k w/Noctua NH-U12A GPU: GIGABYTE RTX 4090 GAMING OC RAM: 32GB G.SKILL Trident Z5 DDR5 6400MHz CL32 SSDs: 2TB WD_BLACK SN850 (OS), 4TB WD_BLACK SN850X (Games) Keyboards: Wooting 60HE, Logitech G915 TKL Mice: Razer Viper Mini SE, Razer Viper 8kHz Sound: Creative Sound Blaster Katana V2 (speakers/amp/DAC), AFUL Performer 8 (IEMs)