3DMark has released a new feature test for its own benchmark suite, which masters the DirectX 12 mesh shader functionality and aims to measure performance enhancement. The Render API replaces previously rigid vertex and geometry shaders with a flexible pipeline: instead of calculating individual triangles in a fixed row, the new pipeline combines parallel thread groups to form tiny meshes (meshlets).
It allows game developers to program a highly efficient geometric pipeline, which allows for better scale detail (LOD) and better exclusion. Objects that players cannot see in the virtual world are discarded at an early stage. This frees up computer power for other 3D computations. Performance enhancement with 3D captions The 3DMark test will show what gamers can expect.
GeForce RTX, Radeon RX6000, Intel X HPG
3DMark calls Support for Microsoft DirectX12 Ultimate as a minimum requirement for feature testing. AMD’s graphics cards include the Radeon RX6000 series or “Big Navi” and Nvidia’s GeForce series RTX2000 (Turing) and RTX3000 (Ampere). The GTX 1600 series can also handle mesh shaders because it not only has the radiation tracking cores for the DirectX 12 Ultimate. Supports Intel’s upcoming Xe HPG GPU mesh shader for gamers Chief Architect Raja Koduri announced on Twitter.
In order to measure performance gain through mesh shaders, the feature test first presents a scene as “classical” and then through an optimal geometric pipeline. 3DMark then calculates the difference in frame rates. The test scene has a large room with plenty of geometry in the form of columns – the rest of the graphics are very simply placed. In an interactive mode, users can also see which parts of the image are currently being presented with what level of detail.
The mesh shader test is part of the advanced and specialization of paid 3DMark versions. It follows feature tests for variable aspect ratio (VRS), which combine multiple pixels when calculating color levels, and for radiation tracking.