- May 7, 2002
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I don't think there is a face palm big enough to cover AMD's marketing team.
If they haven't been fired, they should be first in line to be canned ASAP.
http://www.gamasutra.com/view/news/...de_Games_Ashes_of_the_Singularity.php#tophead
Seems AMD (& Nvidia & MS for that matter) had direct access to the source for this game.

This is the primary reason we need to get away from all these proprietary (aka gameworks) libs that are being used by some devs, it hurts all the gamers that don't own their cards, and is petty.
If they haven't been fired, they should be first in line to be canned ASAP.
http://www.gamasutra.com/view/news/...de_Games_Ashes_of_the_Singularity.php#tophead
When AMD announced Mantle, a new graphics API set to compete with DirectX 11, we were well placed to demonstrates Mantles benefits. Since every CPU core in our engine wanted to talk to the GPU simultaneously, Ashes got a massive performance benefit.
The bump in performance from DirectX 11 to Mantle was so substantial that it caused some marketing headaches for AMD. For example, during the prototype tests on an AMD 390 we saw performance gains of over 60 percent. However, marketing materials would go out that indicated only a 20 percent boost, because there was concern that no one would believe such a massive jump.
For reference, on the shipping version of Ashes of the Singularity, the average frame-rate of an AMD 390 at 2560x1440 with highest settings is 30FPS on DirectX 11 and 53FPS on DirectX 12. Thats an 80 percent boost in performance based on the real-world results of thousands of players submitting their benchmarks.
Seems AMD (& Nvidia & MS for that matter) had direct access to the source for this game.
It shows that even AMD's partners can give competitors full access to the source, something that the reverse isn't true.Because we were going to be the first to use Mantle (and DirectX 12), we needed to make sure that we didnt end up with arrows in the back due to bugs in the API or driver issues. Thus, the benchmark was born. The idea behind the benchmark was to help identify and track progress of the APIs, the drivers, and of course our own engine progress. As part of this venture, Microsoft, AMD, and NVIDIA were all given direct access via Perforce to our code repository so they could make their own custom builds to try out different optimizations.
This is the primary reason we need to get away from all these proprietary (aka gameworks) libs that are being used by some devs, it hurts all the gamers that don't own their cards, and is petty.
