๐Ÿ” Time Spy Revisited: Unpacking 3DMark's Early DX12 Benchmarks

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3DMark
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3DMark (2022)
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In this video, we explore the advanced technology behind 3DMark's benchmarks: the Time Spy DX12 demo from 2016, the DX12 Night Raid benchmark for integrated graphics from 2018, and the CPU Profile benchmark from 2021. We'll dive into the scaling capabilities of the CPU benchmark, designed to handle the latest multi-core CPUs from 2017 onwards, and uncover references these benchmarks make to previous versions. Join us as we examine how these tools pushed the boundaries of gaming hardware of the time.

My previous video on 3DMarks latest benchmark, Steel Nomad:
https://www.youtube.com/watch?v=cpoByv9lRZg

Info on Time Spy:
๐Ÿ”— https://support.benchmarks.ul.com/support/solutions/articles/44002136075-overview-of-3dmark-time-spy-benchmark

Info on Night Raid:
๐Ÿ”— https://support.benchmarks.ul.com/support/solutions/articles/44002135985-overview-of-3dmark-night-raid-benchmark

Info on the CPU Profile test:
๐Ÿ”— https://support.benchmarks.ul.com/support/solutions/articles/44002223574-overview-of-the-3dmark-cpu-profile-benchmark

Info on LOD:
๐Ÿ”— https://en.wikipedia.org/wiki/Level_of_detail_(computer_graphics)

Info on the A-Buffer:
๐Ÿ”— https://en.wikipedia.org/wiki/A-buffer

Info on CPU x86 extensions:
๐Ÿ”— https://en.wikipedia.org/wiki/SSSE3
๐Ÿ”— https://en.wikipedia.org/wiki/Advanced_Vector_Extensions

Info on Umbra tech:
๐Ÿ”— https://en.wikipedia.org/wiki/Umbra_(3D_technology_company)

Info on DescriptorHeap:
๐Ÿ”— https://github.com/microsoft/DirectXTK12/wiki/DescriptorHeap

Info on Adaptive Transparency:
๐Ÿ”— https://www.intel.com/content/dam/develop/external/us/en/documents/37944-adaptive-transparency-hpg11.pdf

Paper on Weighted Blended Order-Independent Transparency:
๐Ÿ”— https://jcgt.org/published/0002/02/09/

Info on Boids:
๐Ÿ”— https://en.wikipedia.org/wiki/Boids

My own Artifical Life project:
https://www.hackster.io/314reactor/artificial-life-2-49274a

Portal Reloaded:
๐Ÿ”— https://store.steampowered.com/app/1255980/Portal_Reloaded/

Info on DirectSR:
๐Ÿ”— https://devblogs.microsoft.com/directx/directsr-preview/

Digital Foundry's video on Frame Gen for consoles:
https://www.youtube.com/watch?v=xVCK1j7F5sg

Articles from UL (Futuremark):
๐Ÿ”— https://benchmarks.ul.com/news/3dmark-sky-diver-has-landed
๐Ÿ”— https://support.benchmarks.ul.com/support/solutions/articles/44002142683-api-overhead-feature-test-unsupported-

Analysis articles on the API overhead test:
๐Ÿ”— https://www.anandtech.com/show/9112/exploring-dx12-3dmark-api-overhead-feature-test/
๐Ÿ”— https://www.guru3d.com/story/quick-test-futuremark-3dmark-v2-3-3663-vulkan-api-overhead-benchmarks
๐Ÿ”— https://www.techpowerup.com/276037/ul-announces-end-of-support-for-3dmark-sky-diver-api-overhead-test-pcmark-8-vrmark-for-android-benchmarks

3DMark Legacy Benchmarks:
๐Ÿ”— https://benchmarks.ul.com/legacy-benchmarks

3DMark History:
๐Ÿ”— https://en.wikipedia.org/wiki/3DMark

Info on Tessellation:
https://www.youtube.com/watch?v=OqRMNrvu6TE
๐Ÿ”— https://developer.nvidia.com/content/dynamic-hardware-tessellation-basics
๐Ÿ”— https://en.wikipedia.org/wiki/Tessellation_(computer_graphics)
๐Ÿ”— https://computergraphics.stackexchange.com/questions/2018/what-is-tessellation-in-computer-graphics
๐Ÿ”— https://www.khronos.org/opengl/wiki/Tessellation
๐Ÿ”— https://learnopengl.com/Guest-Articles/2021/Tessellation/Tessellation

Further info on Tessellation and Domain + Hull shaders:
๐Ÿ”— https://developer.download.nvidia.com/presentations/2009/GDC/GDC09_D3D11Tessellation.pdf
๐Ÿ”— https://www.reedbeta.com/blog/tess-quick-ref/
๐Ÿ”— https://gamedev.stackexchange.com/questions/112243/what-are-hull-domain-and-geometry-shaders-used-for
๐Ÿ”— https://learn.microsoft.com/en-us/windows/uwp/graphics-concepts/domain-shader-stage--ds-
๐Ÿ”— https://learn.microsoft.com/en-us/windows/uwp/graphics-concepts/hull-shader-stage--hs-

Info on DirectX11:
๐Ÿ”— https://developer.nvidia.com/content/walk-through-direct3d-sdk-11
๐Ÿ”— 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:
๐Ÿ”— https://en.wikipedia.org/wiki/DirectX

Info on Deferred Shading:
๐Ÿ”— https://learnopengl.com/Advanced-Lighting/Deferred-Shading
๐Ÿ”— https://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/d3d_samples/antialiaseddeferredrendering.htm

FFT Bloom details:
๐Ÿ”— https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/PostProcessEffects/Bloom/
๐Ÿ”— https://en.wikipedia.org/wiki/Fast_Fourier_transform

My Gaming Rig:
๐Ÿ–ฅ๏ธ CPU: AMD Ryzen 7700X
๐ŸŒ€ Cooler: Noctua NH-U12A
๐Ÿ”ฅ RAM: Kingston FURY Beast 32GB DDR5
๐Ÿ“€ SSD1: WD Black SN770 2TB
๐Ÿ“€ SSD2: Crucial P2 2TB
๐Ÿ”Œ Motherboard: Gigabyte X670 AORUS ELITE AX
๐ŸŽฎ GPU: NVIDIA RTX 4090 24GB VRAM
โšก PSU: ASUS ROG STRIX 1000W 80 Plus Gold
๐ŸŒŒ Case: Lian Li PC-O11 Dynamic Razer Edition

๐Ÿ‘ If you enjoy this video, please hit the like button, subscribe for more content, and ring the bell for notifications on my latest uploads. Your support means a lot!

#3DMark #TimeSpy #DirectX12 #RTX4090 #GamingBenchmark







Tags:
3DMark
Time Spy
Night Raid
CPU Profile
DirectX 12
DX12
Gaming Benchmarks
Integrated Graphics
CPU Scaling
Multi-Core CPUs
2016
2018
2021
Benchmark Analysis
Gaming Technology
GPU Benchmark
CPU Benchmark
Futuremark
UL Benchmarks
Gaming Performance
Tech Review
Graphics Benchmark
Modern Gaming
Hardware Testing
Benchmark References
Gaming Evolution



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