Basemark GPU DX12 VS Vulkan Performance Review

1080p Testing

Basemark GPU DX12 VS Vulkan Performance Review

1080p Testing

Be default Basemark GPU only offers PC users the ability to run the benchmark's standard test at 4K High settings using the DirectX 12, Vulkan or OpenGL APIs. Further options are only available when we look at the benchmarks custom mode, which allows us to select lower resolutions and the tool's mobile-oriented medium preset. 


1080p High Testing

To best look at the limitations of OpenGL, we decided to test this benchmark at a lower resolution than Basemark GPU's default 4K option, placing more strain on the user's processor. 

Like our previous Basemark GPU testing, we found that OpenGL offers significantly lower scores/performance than Vulkan, though we have also found that in most cases Vulkan and DirectX 12 offer similar performance on all of our tested graphics cards, though Radeon GPUs appear to prefer DirectX 12. 

At 1080p our Radeon graphics cards sit behind their Nvidia counterparts, though they remain close enough to make Nvidia's victory a slim one. On Open GL we see nigh-identical scores on both our RX 580 and RX Vega 56 and similar results on our GTX 1070 and GTX 1080-based setups, making these scores appear CPU limited. OpenGL prefers Nvidia hardware, but Vulkan and DirectX 12 surpass it in all situations. 

  

Basemark GPU DX12 VS Vulkan Performance Review  

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Most Recent Comments

29-11-2018, 15:19:39

tgrech
Given Vulkan is a direct evolution of Mantle's source code it's intriguing to see DX12 still hold a small advantage on AMDs cards. I guess it could be down to the Xbone's use of both GCN and DX12 putting more optimisation work into the combination than traditionally considered worthwhile(Low level APIs are much more dependant on game/app/API side optimisations than driver side; Most work AMD/NVidia do for DX12/Vulkan games are for the game code itself rather than their drivers).Quote

29-11-2018, 15:30:39

looz
It's also quite closely related to modern OpenGL isn't it? Though I'm not a graphics developer, rather not a developer at all, but my understanding was that modern OGL allowed devs to operate with little abstraction, but the API is a convoluted mess overall.Quote

29-11-2018, 16:11:22

tgrech
While Vulkan is the successor to OpenGL and is also maintained by Khronos group and has an externally similar syntax regarding the developer-facing API calls (Very C-like), the code-base itself was built entirely from scratch (By AMD) and I believe has no legacy code from OpenGL whatsoever.Quote

29-11-2018, 17:57:49

looz
With some Google-fu it seems that the strongest (api) relation between the two is that there's a library which allows running OpenGL ES on top of vulkan using something called GLOVE. Quote
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