DirectX 12: Performance Comparison Between Single- and Multithreaded Rendering when Culling Multiple Lights
Background. As newer computers are constructed, more advanced and powerful hardware come along with them. This leads to the enhancement of various program attributes and features by corporations to get ahold of the hardware, hence, improving performance. A relatively new API which serves to facilita...
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ndltd-UPSALLA1-oai-DiVA.org-bth-202012020-07-24T05:19:56ZDirectX 12: Performance Comparison Between Single- and Multithreaded Rendering when Culling Multiple LightsengJ'lali, YousraBlekinge Tekniska Högskola, Fakulteten för datavetenskaper2020Performance evaluationMultithreadSingle-threadParallel architectureAPIComputer SciencesDatavetenskap (datalogi)Background. As newer computers are constructed, more advanced and powerful hardware come along with them. This leads to the enhancement of various program attributes and features by corporations to get ahold of the hardware, hence, improving performance. A relatively new API which serves to facilitate such logic, is Microsoft DirectX 12. There are numerous opinions about this specific API, and to get a slightly better understanding of its capabilities with hardware utilization, this research puts it under some tests. Objectives. This article’s aim is to steadily perform tests and comparisons in order to find out which method has better performance when using DirectX 12; single-threading, or multithreading. For performance measurements, the average CPU and GPU utilizations are gathered, as well as the average FPS and the speed of which it takes to perform the Render function. When all results have been collected, the comparison between the methods are assessed. Methods. In this research, the main method which is being used is experiments. To find out the performance differences between the two methods, they must undergo different trials while data is gathered. There are four experiments for the single-threaded and multithreaded application, respectively. Each test varies in the number of lights and objects that are rendered in the simulation environment, gradually escalading from 50; then 100; 1000; and lastly, 5000. Results. A similar pattern was discovered throughout the experiments, with all of the four tests, where the multithreaded application used considerably more of the CPU than the single-threaded version. And despite there being less simultaneous work done by the GPU in the one-threaded program, it appeared to be using more GPU utilization than multithreading. Furthermore, the system with many threads tended to perform the Render function faster than its counterpart, regardless of which test was executed. Nevertheless, both applications never differed in FPS. Conclusion. Half of the hypotheses stated in this article were contradicted after some unexpected tun of events. It was believed that the multithreaded system would utilize less of the CPU and more of the GPU. Instead, the outcome contradicted the hypotheses, thus, opposing them. Another theory believed that the system with multiple threads would execute the Render function faster than the other version, a hypothesis that was strongly supported by the results. In addition to that, more objects and lights inserted into the scene did increased the applications’ utilization in both the CPU and GPU, which also supported another hypothesis. In conclusion, the multithreaded program performs faster but still has no gain in FPS compared to single-threading. The multithreaded version also utilizes more CPU and less GPU Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:bth-20201application/pdfinfo:eu-repo/semantics/openAccess |
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Performance evaluation Multithread Single-thread Parallel architecture API Computer Sciences Datavetenskap (datalogi) |
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Performance evaluation Multithread Single-thread Parallel architecture API Computer Sciences Datavetenskap (datalogi) J'lali, Yousra DirectX 12: Performance Comparison Between Single- and Multithreaded Rendering when Culling Multiple Lights |
description |
Background. As newer computers are constructed, more advanced and powerful hardware come along with them. This leads to the enhancement of various program attributes and features by corporations to get ahold of the hardware, hence, improving performance. A relatively new API which serves to facilitate such logic, is Microsoft DirectX 12. There are numerous opinions about this specific API, and to get a slightly better understanding of its capabilities with hardware utilization, this research puts it under some tests. Objectives. This article’s aim is to steadily perform tests and comparisons in order to find out which method has better performance when using DirectX 12; single-threading, or multithreading. For performance measurements, the average CPU and GPU utilizations are gathered, as well as the average FPS and the speed of which it takes to perform the Render function. When all results have been collected, the comparison between the methods are assessed. Methods. In this research, the main method which is being used is experiments. To find out the performance differences between the two methods, they must undergo different trials while data is gathered. There are four experiments for the single-threaded and multithreaded application, respectively. Each test varies in the number of lights and objects that are rendered in the simulation environment, gradually escalading from 50; then 100; 1000; and lastly, 5000. Results. A similar pattern was discovered throughout the experiments, with all of the four tests, where the multithreaded application used considerably more of the CPU than the single-threaded version. And despite there being less simultaneous work done by the GPU in the one-threaded program, it appeared to be using more GPU utilization than multithreading. Furthermore, the system with many threads tended to perform the Render function faster than its counterpart, regardless of which test was executed. Nevertheless, both applications never differed in FPS. Conclusion. Half of the hypotheses stated in this article were contradicted after some unexpected tun of events. It was believed that the multithreaded system would utilize less of the CPU and more of the GPU. Instead, the outcome contradicted the hypotheses, thus, opposing them. Another theory believed that the system with multiple threads would execute the Render function faster than the other version, a hypothesis that was strongly supported by the results. In addition to that, more objects and lights inserted into the scene did increased the applications’ utilization in both the CPU and GPU, which also supported another hypothesis. In conclusion, the multithreaded program performs faster but still has no gain in FPS compared to single-threading. The multithreaded version also utilizes more CPU and less GPU |
author |
J'lali, Yousra |
author_facet |
J'lali, Yousra |
author_sort |
J'lali, Yousra |
title |
DirectX 12: Performance Comparison Between Single- and Multithreaded Rendering when Culling Multiple Lights |
title_short |
DirectX 12: Performance Comparison Between Single- and Multithreaded Rendering when Culling Multiple Lights |
title_full |
DirectX 12: Performance Comparison Between Single- and Multithreaded Rendering when Culling Multiple Lights |
title_fullStr |
DirectX 12: Performance Comparison Between Single- and Multithreaded Rendering when Culling Multiple Lights |
title_full_unstemmed |
DirectX 12: Performance Comparison Between Single- and Multithreaded Rendering when Culling Multiple Lights |
title_sort |
directx 12: performance comparison between single- and multithreaded rendering when culling multiple lights |
publisher |
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper |
publishDate |
2020 |
url |
http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20201 |
work_keys_str_mv |
AT jlaliyousra directx12performancecomparisonbetweensingleandmultithreadedrenderingwhencullingmultiplelights |
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1719332049996742656 |