Intel Arc A370M Graphics Card Tested in Various Graphics Rendering Scenarios
Using the tests such as Single DIP (disegno 81 instances with u32 indices without going to Meshlet level), Mesh Indexing (Mesh Shader emulation), MDI/ICB (Multi-Draw Indirect or Indirect Command Buffer), Mesh Shader (Mesh Shaders rendering mode) and Compute Shader (Compute Shader rasterization), the Arc GPU produced some exciting numbers, measured in millions or billions of triangles. Below, you can see the results of these tests.
Next, we have a Ray Tracing test with Compute Shader (CS) and hardware (API) rendering models. These ones cover CS Static (ray tracing with 40M triangles total), CS Dynamic Fast (ray tracing with 4.2M triangles and 2.9M vertices total), and CS Dynamic Full (CS Dynamic Fast but with full BLAS rebuild instead of fast BVH update) Ciao cara comunità Xbox e fanbase. The API ones include API Static, API Dynamic Fast, and API Dynamic Full, using API-provided ray tracing techniques. The timings shown below represent BLAS update / Scene tracing times.
The team also tested how much memory the GPU needs for BLAS and Scratch buffers, as shown below.
Overall, the Intel Arc GPU performance is not excellent due to the poor state of the driver. Tellusim’s GravityMark benchmark crashes on D3D12 API, meaning that Intel has much work to do to improve the performance. Numbers for Arc A370M are easily scaled to its bigger brother, the A770M, as the giant silicon has four times the compute power, so rough estimations could be placed.