AnandThenMan
Diamond Member
- Nov 11, 2004
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That article is 3 years old. Also it's hard to crash a Windows machine/D3D application? HAHA no.
I don't know about AnandThenMan but i'm never using DX ever again where Mantle is available. by comparison its horrible.
Nope. Thats yet another selfproclaimed hype.
But DX12 is not.one *huge* difference between them, and that is that DX is hardware agnostic.
Well, that rules out a whole 2 games. DX is doomed.
I don't see how mantle fans keep saying DX 12 is a copy of mantle. I don't technically know how similar they are, but there is one *huge* difference between them, and that is that DX is hardware agnostic. However similar they are otherwise, that is a game changing difference if DX 12 can deliver similar performance improvements to mantle.
But DX12 is not.
In it's current form, essentially yes. Microsoft would follow the DirectX status quo otherwise as they've done for over a decade.Well, that rules out a whole 2 games. DX is doomed.
Hardware agnostic does hurt a thin API, it is very easy to slip into "that's good enough because it supports everything" mode. That's how we got here in the first place. Either way, if DX12 manages to follow the general model of Mantle (and by all accounts it's extremely similar if not identical) it will be far better than it is now, very welcome.I don't see how mantle fans keep saying DX 12 is a copy of mantle. I don't technically know how similar they are, but there is one *huge* difference between them, and that is that DX is hardware agnostic. However similar they are otherwise, that is a game changing difference if DX 12 can deliver similar performance improvements to mantle.
In it's current form, essentially yes. Microsoft would follow the DirectX status quo otherwise as they've done for over a decade.
Hardware agnostic does hurt a thin API, it is very easy to slip into "that's good enough because it supports everything" mode. That's how we got here in the first place. Either way, if DX12 manages to follow the general model of Mantle (and by all accounts it's extremely similar if not identical) it will be far better than it is now, very welcome.
But we are years out from seeing DX12, a lot can change in that time frame. MS may not get DX12 to work acceptably given the need to support a wide range of hardware. There is bound to be at least some compromise. AMD will run into the same issues going forward with Mantle, which is why they wisely chose to initially cut off Mantle at GCN and not pursue previous architecture support.
AMD is playing both sides of the table here, they are contributing to DX12, and at the same time they are pushing Mantle with game studios and the console crossover titles. That's a lot of influence.
I think he has no idea when he talks about api or software for that matter being hardware agnostic. The moment pre GCN and pre fermi is ruled out of dx12 compatibility you arent being hardware agnostic at all.
You can target a wider range of hardware, but you cant be hardware agnostic, its downright silly.
Mantle support is feature dependant, and it currently doest support other vendors because those vendors wont give the credit to amd for making a better api. Thankfully ms just saved nv and intel the hassle of doing that as they got a free license of mantle under a different name.
So what is your answer to some compromise in performance for the ability to use all major graphics hardware? I only see two possible solutions.
One is an API war between amd, nVidia, and Intel. The other is a hardware monopoly by one of the 3 hardware manufacturers. Are either of those alternatives attractive?
Free from the shackles of Windows is an invertible step IMO, it's not a matter of if but when. And yes I see no reason why Mantle can't happily coexist with DX/OpenGL. BF4 supports two APIs and the horsemen of the apocalypse didn't show up at my door.How about we use Mantle today (and for the next couple of years) where we can and DX/OpenGL where we can't and let 2016 decide what we are going to use then? The industry could shift to Linux by then. :sneaky:
How about we use Mantle today (and for the next couple of years) where we can and DX/OpenGL where we can't and let 2016 decide what we are going to use then? The industry could shift to Linux by then. :sneaky:
News Flash, the PC industry is shrinking. Even Intel are struggling to keep up sales of their CPU's.
Its not what it once was, less people are spending large amounts of money on hardware to play games, and who can blame them when all they read in places like this is that the only option they have is to buy a Motherboard and CPU which alone costs as much as a PS4, and then the rest on top of that...
And it will only get worse unless PC Gaming can be more affordable.
CPUs are way overpowered. I don't buy the nonsense that everyone needs a top end Intel CPU + $500 video card. It's not true, I'm proof of that. My next system likely will be a Carrizo. No reason why it won't do the job especially with Mantle support.
People probably need to play more MMOs to know the sad state of DX11 in CPU overhead... its just plain silly to be at 40% GPU load all the time with all the eyecandy enabled and MSAA x4 and not being able to reach the 60fps target. Thats when you realize that most people here really havent gamed in a long time, the "throw more hardware to the problem" became obsolete and people shouldnt be forced to shell more on their hardware to compensate such an awfully optimized API as DX is in its current state.
It seems to me that Mantle has shown that DX is pretty good at most of what it does. Mantle is only showing notable gains in draw calls and multithreading. That is to say, Mantle is fixing a more recent problem with the CPU limiting what can be done.
So I wouldn't say DX was so bad, but it does have a problem that needs fixing now, and it appears they are taking steps to fix it.
Up to now Mantle hasn't shown any benefits to multithreading.
By the way, I found this article from 2011 very interesting. It proved me wrong about how long AMD has been talking about doing something like Mantle, but it also shows some inconsistent statements from AMD. It could very well just be some PR to smooth over things with MS, since Mantle was so far away. Also, check out who may have been working together the whole time, and aren't exactly game studio "wins". It does make me see AMD's motivation for Mantle in a more positive light. :thumbsup: I had my money on Mantle being a rushed response to MS's 11.2 tiled resources/multithreading improvement announcement.
AMD Walks Back Comments On DirectX Performance Impact
http://www.gamasutra.com/view/news/33723/AMD_Walks_Back_Comments_On_DirectX_Performance_Impact.php
After an interview in which he said DirectX was "getting in the way" of using the true power of PC graphics hardware, AMD GPU division worldwide developer relations manager Richard Huddy has re-stated the company's commitment to Microsoft's PC game creation standard.
In an interview with technology news site CRN, Huddy said only a select few developers had expressed to him a desire to go around the current driver standards, including Battlefield developer DICE and Crysis developer Crytech.
Huddy pointed out that hardware makers and API makers like Microsoft are constantly putting pressure on each other to make sure both sides are continuing to make the best use of each others' technology.
"AMD needs to innovate, as a gaming company and as a CPU company," Huddy said. "Microsoft needs to do the same thing. We’re making sure that the synergy between us is a highly cooperative one. If they were to say ‘graphics is a done deal’ that would be a big problem. They haven’t said that.”
Yeah, people just dont realize that instead of calling an API (ie DX11 according to the green appologists here) to work "just fine" because you "only" need a $300 CPU to barely stay at 60 fps on the majority of current gen games and blaming the rest of the lower performing CPUs for being "weak", they should start blaming the API for being weak and the one to be pointed at.
People probably need to play more MMOs to know the sad state of DX11 in CPU overhead... its just plain silly to be at 40% GPU load all the time with all the eyecandy enabled and MSAA x4 and not being able to reach the 60fps target. Thats when you realize that most people here really havent gamed in a long time, the "throw more hardware to the problem" became obsolete and people shouldnt be forced to shell more on their hardware to compensate such an awfully optimized API as DX is in its current state.
No one said that they'd tell me about it, only the hardware vendors would've had early access & not even game developers, but you keep on peddling this statement "that it was in development as early as 4yrs back" as a fact is frankly a lie because some bits of it would've made there way through to win8 at some point in time ! The development on DX12 probably started near the time XBONE was initially conceived alongside AMD or perhaps later on when the APU was fully functional, that's the best guesstimate for a timeline during which DX12 would've made it even to the drawing board, anytime before that certainly doesn't make any sense to me.Talk about self aggrandizement. If DX12 is just now in alpha stage, why on Earth would Microsoft tell you, a mere beta tester, anything about it?
...and twisted and spun it into saying, "We've been actively involved with the development of DX12 for four years."Our work with Microsoft on DirectX 12 began more than four years ago with discussions about reducing resource overhead. For the past year, NVIDIA has been working closely with the DirectX team to deliver a working design and implementation of DX12 at GDC.
I can't think of anything Nvidia has done to push the industry forward at all.