tviceman
Diamond Member
Mantle, Vulkan, DX12 all pretty much the same codebase
AMD pushed it so PC gamers could use their 3 extra cores and more.
That didn't answer my question. How is "optimized for GCN" industry standard?
Mantle, Vulkan, DX12 all pretty much the same codebase
AMD pushed it so PC gamers could use their 3 extra cores and more.
Consoles.That didn't answer my question. How is "optimized for GCN" industry standard?
That didn't answer my question. How is "optimized for GCN" industry standard?

Open world cyberpunk with awesome lore, gameplay (same team as HR!) with DX12?!
Take my money!
Mantle, Vulkan, DX12 all pretty much the same codebase
AMD pushed it so PC gamers could use their 3 extra cores and more.
I'm definitely looking forward to this. I don't care that much about the graphics, which has never been a strong point of the past Deus Ex games, but the game should be great.
The Director's Cut release of HR removed that yellow filter, although the game still looks kind of yellow. I like the game's art style but it's too futuristic compared to the first Deus Ex, which takes place later.
Yeah, that's my main complaint as well. The game looks like it's taking place in 2127 not 2027. The tech is way too advanced for something just 12 years in the future.
Because optimizing for GCN doesn't involve crippling the performance for others as "standard"![]()
The tinfoil hats can't possibly get any thicker in GPU forums. Nvidia controls the vast majority of the market and sets their own prices, yet they are ordering their engineers to go out of their way to spend time and resources sabotaging their (nearly nonexistent) competition.
The tinfoil hats can't possibly get any thicker in GPU forums. Nvidia controls the vast majority of the market and sets their own prices, yet they are ordering their engineers to go out of their way to spend time and resources sabotaging their (nearly nonexistent) competition.
The tinfoil hats can't possibly get any thicker in GPU forums. Nvidia controls the vast majority of the market and sets their own prices, yet they are ordering their engineers to go out of their way to spend time and resources sabotaging their (nearly nonexistent) competition.
can I have a source for the bolded claim? also some clarification on what market?
can I have a source for the bolded claim? also some clarification on what market?
Since HR ran great on all hardware, I'm expecting the same with MD.
"GCN Optimized" is about as open and fair as gameworks "Nvidia optimized".
Which is because Nvidia is usually much more competent at fully supporting new release titles, whether or not they're gaming evolved, gameworks, neither, or both.
Ah, you have absolutely no idea what you're talking about.
In layman's terms:
Nvidia's Gameworks has no screws, nuts or bolts only one or two buttons and a one-page manual for that one or two 'special' studios, they are also making money indirectly off of it through partnerships (nothing wrong with that). AMD's TressFX has screws, nuts, bolts a manual and a sample project for use by any organisation, person, animal or even aliens for commercial and non-commercial use.![]()
This makes....zero sense whatsoever.
Why do people KEEP parroting this? Vulkan is based on Mantle. Where is your source that DX12 is the same?
Which is because Nvidia is usually much more competent at fully supporting new release titles, whether or not they're gaming evolved, gameworks, neither, or both.
In layman's terms:
Nvidia's Gameworks has no screws, nuts or bolts only one or two buttons and a one-page manual for that one or two 'special' studios, they are also making money indirectly off of it through partnerships (nothing wrong with that). AMD's TressFX has screws, nuts, bolts a manual and a sample project for use by any organisation, person, animal or even aliens for commercial and non-commercial use.![]()
It makes perfect sense actually and is a great analogy.This makes....zero sense whatsoever.
This makes....zero sense whatsoever.
This has come up a few times, in this very forum. Make your own conclusions:
http://forums.anandtech.com/showthread.php?t=2430766&page=4
Main points of contention:
Mantle whitepaper documentation is freely available for people to read. And some developers privy to DX12 say that a lot of functions have the same name, changing only the brand names.
GCN is fully DX12 Tier 3 compatible, while NVidia required 3 different tiers to be created for compatibility.
Joahn Andersson has alluded many times that they are very similar design wise on Twitter.
It makes perfect sense actually and is a great analogy.
He's saying gameworks is neatly wrapped up and designed with a few studios in mind so they can use it easily with little work, whereas TressFX is more "exposed" and anyone can use it, but requires more effort to tailor to their own needs.
