๐ Time Spy Revisited: Unpacking 3DMark's Early DX12 Benchmarks
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:
๐ https://support.benchmarks.ul.com/support/solutions/articles/44002136075-overview-of-3dmark-time-spy-benchmark
Info on Night Raid:
๐ https://support.benchmarks.ul.com/support/solutions/articles/44002135985-overview-of-3dmark-night-raid-benchmark
Info on the CPU Profile test:
๐ https://support.benchmarks.ul.com/support/solutions/articles/44002223574-overview-of-the-3dmark-cpu-profile-benchmark
Info on LOD:
๐ https://en.wikipedia.org/wiki/Level_of_detail_(computer_graphics)
Info on the A-Buffer:
๐ https://en.wikipedia.org/wiki/A-buffer
Info on CPU x86 extensions:
๐ https://en.wikipedia.org/wiki/SSSE3
๐ https://en.wikipedia.org/wiki/Advanced_Vector_Extensions
Info on Umbra tech:
๐ https://en.wikipedia.org/wiki/Umbra_(3D_technology_company)
Info on DescriptorHeap:
๐ https://github.com/microsoft/DirectXTK12/wiki/DescriptorHeap
Info on Adaptive Transparency:
๐ https://www.intel.com/content/dam/develop/external/us/en/documents/37944-adaptive-transparency-hpg11.pdf
Paper on Weighted Blended Order-Independent Transparency:
๐ https://jcgt.org/published/0002/02/09/
Info on Boids:
๐ https://en.wikipedia.org/wiki/Boids
My own Artifical Life project:
https://www.hackster.io/314reactor/artificial-life-2-49274a
Portal Reloaded:
๐ https://store.steampowered.com/app/1255980/Portal_Reloaded/
Info on DirectSR:
๐ 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):
๐ https://benchmarks.ul.com/news/3dmark-sky-diver-has-landed
๐ https://support.benchmarks.ul.com/support/solutions/articles/44002142683-api-overhead-feature-test-unsupported-
Analysis articles on the API overhead test:
๐ https://www.anandtech.com/show/9112/exploring-dx12-3dmark-api-overhead-feature-test/
๐ https://www.guru3d.com/story/quick-test-futuremark-3dmark-v2-3-3663-vulkan-api-overhead-benchmarks
๐ 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:
๐ https://benchmarks.ul.com/legacy-benchmarks
3DMark History:
๐ https://en.wikipedia.org/wiki/3DMark
Info on Tessellation:
https://www.youtube.com/watch?v=OqRMNrvu6TE
๐ https://developer.nvidia.com/content/dynamic-hardware-tessellation-basics
๐ https://en.wikipedia.org/wiki/Tessellation_(computer_graphics)
๐ https://computergraphics.stackexchange.com/questions/2018/what-is-tessellation-in-computer-graphics
๐ https://www.khronos.org/opengl/wiki/Tessellation
๐ https://learnopengl.com/Guest-Articles/2021/Tessellation/Tessellation
Further info on Tessellation and Domain + Hull shaders:
๐ https://developer.download.nvidia.com/presentations/2009/GDC/GDC09_D3D11Tessellation.pdf
๐ https://www.reedbeta.com/blog/tess-quick-ref/
๐ https://gamedev.stackexchange.com/questions/112243/what-are-hull-domain-and-geometry-shaders-used-for
๐ https://learn.microsoft.com/en-us/windows/uwp/graphics-concepts/domain-shader-stage--ds-
๐ https://learn.microsoft.com/en-us/windows/uwp/graphics-concepts/hull-shader-stage--hs-
Info on DirectX11:
๐ https://developer.nvidia.com/content/walk-through-direct3d-sdk-11
๐ 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:
๐ https://en.wikipedia.org/wiki/DirectX
Info on Deferred Shading:
๐ https://learnopengl.com/Advanced-Lighting/Deferred-Shading
๐ https://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/d3d_samples/antialiaseddeferredrendering.htm
FFT Bloom details:
๐ https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/PostProcessEffects/Bloom/
๐ https://en.wikipedia.org/wiki/Fast_Fourier_transform
My Gaming Rig:
๐ฅ๏ธ CPU: AMD Ryzen 7700X
๐ Cooler: Noctua NH-U12A
๐ฅ RAM: Kingston FURY Beast 32GB DDR5
๐ SSD1: WD Black SN770 2TB
๐ SSD2: Crucial P2 2TB
๐ Motherboard: Gigabyte X670 AORUS ELITE AX
๐ฎ GPU: NVIDIA RTX 4090 24GB VRAM
โก PSU: ASUS ROG STRIX 1000W 80 Plus Gold
๐ Case: Lian Li PC-O11 Dynamic Razer Edition
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#3DMark #TimeSpy #DirectX12 #RTX4090 #GamingBenchmark
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