Sky High Performance: 3DMark Sky Diver & DX12 API Overhead Benchmarks

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3DMark
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3DMark (2022)
Duration: 33:01
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In this video, we dive into the latest 3DMark benchmark and explore two of its older tests: Sky Diver and the DirectX 12 API Overhead feature test. We'll take a detailed look at how Sky Diver assesses GPU and CPU performance in mid-range PCs, and then we'll revisit the groundbreaking API Overhead test from 2015, which highlighted the significant improvements in draw call performance between DirectX 11, DirectX 12, and Vulkan. Join us as we examine how these benchmarks have evolved and their impact on modern gaming performance.

Info on 3DMark:
🔗 https://s3.amazonaws.com/download-aws.futuremark.com/3dmark-technical-guide.pdf (2021 technical guide)
🔗 https://s3.amazonaws.com/download-aws.futuremark.com/3DMark_Technical_Guide.pdf (2018 technical guide)
🔗 https://www.anandtech.com/show/6726/3dmark-for-windows-launches-we-test-it-with-various-laptops

Links to the benchmarks on Steam:
🔗 https://store.steampowered.com/app/393480/3DMark_Sky_Diver_benchmark/
🔗 https://store.steampowered.com/app/407080/3DMark_API_Overhead_feature_test/

Articles from UL (Futuremark):
🔗 https://benchmarks.ul.com/news/3dmark-sky-diver-has-landed
🔗 https://support.benchmarks.ul.com/support/solutions/articles/44002142683-api-overhead-feature-test-unsupported-

Analysis articles on the API overhead test:
🔗 https://www.anandtech.com/show/9112/exploring-dx12-3dmark-api-overhead-feature-test/
🔗 https://www.guru3d.com/story/quick-test-futuremark-3dmark-v2-3-3663-vulkan-api-overhead-benchmarks
🔗 https://www.techpowerup.com/276037/ul-announces-end-of-support-for-3dmark-sky-diver-api-overhead-test-pcmark-8-vrmark-for-android-benchmarks

Info on Featherstone's algorithm:
🔗 https://en.wikipedia.org/wiki/Featherstone%27s_algorithm

Info on the Mantle API from AMD:
🔗 https://en.wikipedia.org/wiki/Mantle_(API)
🔗 https://www.kitguru.net/components/graphic-cards/anton-shilov/amd-vulkan-absorbed-best-and-brightest-parts-of-mantle/

3DMark Legacy Benchmarks:
🔗 https://benchmarks.ul.com/legacy-benchmarks

3DMark History:
🔗 https://en.wikipedia.org/wiki/3DMark

Previous video on 3DMark:
https://youtu.be/WnaVHiAkK0A

Info on Tessellation:
https://www.youtube.com/watch?v=OqRMNrvu6TE
🔗 https://developer.nvidia.com/content/dynamic-hardware-tessellation-basics
🔗 https://en.wikipedia.org/wiki/Tessellation_(computer_graphics)
🔗 https://computergraphics.stackexchange.com/questions/2018/what-is-tessellation-in-computer-graphics
🔗 https://www.khronos.org/opengl/wiki/Tessellation
🔗 https://learnopengl.com/Guest-Articles/2021/Tessellation/Tessellation

Further info on Tessellation and Domain + Hull shaders:
🔗 https://developer.download.nvidia.com/presentations/2009/GDC/GDC09_D3D11Tessellation.pdf
🔗 https://www.reedbeta.com/blog/tess-quick-ref/
🔗 https://gamedev.stackexchange.com/questions/112243/what-are-hull-domain-and-geometry-shaders-used-for
🔗 https://learn.microsoft.com/en-us/windows/uwp/graphics-concepts/domain-shader-stage--ds-
🔗 https://learn.microsoft.com/en-us/windows/uwp/graphics-concepts/hull-shader-stage--hs-

Info on DirectX11:
🔗 https://developer.nvidia.com/content/walk-through-direct3d-sdk-11
🔗 https://d29g4g2dyqv443.cloudfront.net/sites/default/files/akamai/gameworks/events/gdc14/GDC_14_From%20Terrain%20to%20Godrays%20-%20Better%20Use%20of%20DirectX11CantlayTatarinov.pdf

History of DirectX:
🔗 https://en.wikipedia.org/wiki/DirectX

Info on Deferred Shading:
🔗 https://learnopengl.com/Advanced-Lighting/Deferred-Shading
🔗 https://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/d3d_samples/antialiaseddeferredrendering.htm

FFT Bloom details:
🔗 https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/PostProcessEffects/Bloom/
🔗 https://en.wikipedia.org/wiki/Fast_Fourier_transform

My Gaming Rig:
🖥️ CPU: AMD Ryzen 7700X
🌀 Cooler: Noctua NH-U12A
🔥 RAM: Kingston FURY Beast 32GB DDR5
📀 SSD1: WD Black SN770 2TB
📀 SSD2: Crucial P2 2TB
🔌 Motherboard: Gigabyte X670 AORUS ELITE AX
🎮 GPU: NVIDIA RTX 4090 24GB VRAM
⚡ PSU: ASUS ROG STRIX 1000W 80 Plus Gold
🌌 Case: Lian Li PC-O11 Dynamic Razer Edition

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#RTX4090 #3DMark #DirectX12







Tags:
3DMark
Sky Diver
DX12 API Overhead
DirectX 11
DirectX 12
Vulkan
GPU Benchmark
CPU Benchmark
Gaming Performance
PC Gaming
Benchmark Tests
Graphics API
Draw Call Performance
Tech Review
3DMark 2024
Gaming Benchmarks
Performance Comparison
DX12 vs DX11
DX12 vs Vulkan
Tech Insights
PC Performance
Graphics Optimization
3DMark Sky Diver
DirectX 12 Test
API Overhead Test
3DMark Benchmark



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