Microsoft’s newest API iteration DirectX 12 had been long-awaited and comes packed several new features. However, the most exciting piece of news, mainly for PC enthusiasts, would be the introduction of a feature dubbed Implicit MULTIADAPTOR. This characteristic of DirectX 12 will allow the combining of Graphics Cards produced by different manufactures, aiming to result in a higher performance output.

In order to understand how the new API will work, explaining how the new API actually differs from its predecessors is very important. Microsoft’s’ new DirectX 12 introduces another SFR – Split Frame Rendering system which will allow GPU’s (made by different manufactures) to communicate with each other and render frames in a simultaneous manner, unlike the DirectX 11 which opted a AFR – Alternate Frame Rendering system, a sort of “queuing” method in which each GPU would render a frame ( alternatively, such as in a line). This will allow for game repose to see an increase by nearly 2-3 folds.

directx-11-Rendering directx-12-Rendering

Ashes of the Singularity is a well-known title that is being used to determine the potential of Microsoft’s new API, DirectX 12. The editors of the AnandTech took the liberty to test this new feature, using several GPUs, an Intel Core i7-4960X, motherboard ASRock Fatal1ty X79 Professional, 4x 8 GB of DDR3-1866 memory and Samsung 840 EVO SSD. The drivers used were of course the latest provided by NVIDIA and AMD. The results were as follows:

ashes-of-the-singularity-performance 1




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