D3D12 atrocious performance

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20 comments, last by mlfarrell00 8 years, 8 months ago

omfg. here's another tip. DON'T test performance with debug builds. I forgot about how bad the performance of MSVC generated debug builds are. Doing a release build shot the performance of the whole system up to max FPS


So make your debug builds faster. Turn off iterator debugging (/D_HAS_ITERATOR_DEBUGGING=0), turn off Security Development Lifecycle and Buffer Checks (/GS- and /sdl-), turn on inlining of small explicitly inlined functions like the typical C++ getter method (/Ob1), and disable the debug heap (environment variable _NO_DEBUG_HEAP=1).

You can make fairly debuggable builds that rival performance of fully optimized release builds (for small to mid-size codebases).

Sean Middleditch – Game Systems Engineer – Join my team!

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wow.. so get this.. I've been doing this work on a mac rebooted into windows 10 via bootcamp (not a VM, actually running in windows on mac hardware). The same exact OpenGL demo when rebooted into OSX gets 20- 23 frames per second. Confirms what everyone already knows. Apple gives zero fucks about optimizing their OpenGL drivers. I knew nvidia had an edge on apples drivers but this is ridiculous. One of the reasons I scouted ahead to learn D3D12 was to get an edge on the concepts that will likely be available when vulkan releases, but with apple touting their vender-lockin metal API, its a wonder if we'll ever see vulkan on OSX at all. Food for thought I guess. Either way, if metal becomes the ONLY way to get performant 3D on OSX, I'll be abandoning it in favor of windows in a heatbeat.

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