I draw one simple teapot in DX 11 and in Vulkan API !
In Directx 11 simple enable MSAA and MSAA work fast. In my Radeon HD 7950 i get with MSAA 2x or 4x or 8x almost the same FPS !
But in Vulkan API i get with MSAA 4x almost double fall FPS !!! With MSAA 4x i get 2400 FPS without MSAA i get 4700 fps.
What make such magical in DX 11 with MSAA and why MSAA in DX 11 so faster ?
DX 11 do somethings in Hardware GPU tricks, hardware stunt ?
I remember example in DX 10 subresolve copy. In this example copy from one image then copy another. Its do for changing MSAA in real time.
When gamer change MSAA and get result without reloaded game.
This method is called double dip FPS !
Setting sampleShadingEnable to true results in shading being done per-sample instead of per-fragment. If you want MSAA you need to setup resolve attachments and configure your subpass according or resolve manually in the shader(e.g. if you do deferred shading).
You are trying to compare D3D11’s performance in one application to Vulkan’s performance in a different one. In order to properly make such a comparison, you must make sure that both applications are using the same state.
For example, the code you posted turns on per-sample shading. This means that the FS will be executed once for every sample. That means you’re not really doing multisampling; you’re doing supersampling. So unless you’re doing supersampling in your D3D11 application, the two applications are not doing the same work.