TerryMathews
Lifer
Its a true statement, is it not?
There's no way(that I see)that MS can possibly build a new API with Mantle's granularity because they do not design or build the hardware.
So? Mantle uses abstraction as well, and even the consoles do. Close to metal is a hype phrase for the most part..Even if they do release a lower level DX edition it will still have to use some kind of abstraction layer to interface with the video card(and CPU if AMD)and therefore have less ability to fully exploit the architectures of either,compared to Mantle.
An opinion which has not one single shred of supporting evidence.NV will release their own(Mantle) which will serve a similar purpose but still require abstraction.
Mantle has more market penetration than DX12 does 😉
Both financially, and practically. Changing driver models, especially to the degree that was done between XP and Vista, is not trivial I'm sure, and would have required a major rewrite of the OS's code.
In instances like that, I think it's better to start from scratch and do it properly for the greatest impact. Microsoft has shown that it's willing to break compatibility between DirectX versions to move the technology forward, and DirectX sometimes requires a new driver model to add or expose new features.
DX9 to DX10 was such a paradigm shift..
Microsoft does not build hardware, but they obviously have indirect input in the design because they create software that necessitates hardware support.
AMD would like you to know that it supports and celebrates a direction for game development that is aligned with AMDs vision of lower-level, closer to the metal graphics APIs for PC gaming. While industry experts expect this to take some time, developers can immediately leverage efficient API design using Mantle, and AMD is very excited to share the future of our own API with developers at this years Game Developers Conference.
AMD sez:
http://www.pcper.com/news/Graphics-Cards/DirectX-12-and-new-OpenGL-challenge-AMD-Mantle-coming-GDC
"Use Mantle now, because that's where DirectX is heading."??
http://www.extremetech.com/gaming/1...rectx-12-will-imitate-and-destroy-amds-mantleWeve spoken to several sources with additional information on the topic who have told us that Microsofts interest in developing a new API is a recent phenomenon, and that the new DirectX (likely DirectX 12) will substantially duplicate the capabilities of AMDs Mantle. The two APIs wont be identical Microsoft is doing its own implementation but the end result, for consumers, should be the same: lower CPU overhead and better scaling in modern titles.
Have any developers jumped on board since the BF4 fiasco/thief Mantle delay?
Will we ever see a developer use Mantle outside of the Gaming Evolved program?
The burden of proof lies on the person claiming something outside of the status quo.
AMD recently announced their new Mantle API. This API has been said to give AMD a significant advantage over their competitor Nvidia in terms of in-game performance. Anandtech speculates that AMD might be confident of this because their Mantle API is a direct copy of Xbox One’s Graphics API allowing developers to directly port their games from Xbox One to PC. Since Mantle can use Direct3D high level shader language, Xbox One’s shader will be already coded in the first place so there is not much work involved in porting them to PC
I remember people claiming basicly all FrostBite3 games would have Mantle. Now it seems only 1 game will. 3 Mantle games for 2014, and maybe another for 2015?
With an Nvidia GTX 680, Intel i7-3930k, and 32GB of RAM, Windows 7 and DirectX, Left 4 Dead 2 maxes out at 270.6 fps. With the same hardware, but different software Ubuntu 12.04 and OpenGL L4D2 scores 315 fps, almost 20% faster than Windows.
OpenGL 4.0 is comparable and up to times with Microsoft's DirectX 11 API, it makes use of hardware features such as tessellation on the GPU, per-sample fragment shaders and programmable fragment shader input positions, 64-bit double precision floating point shader operations, etc., and has no restrictions on which later version of Windows it can run on. With OpenGL 4.0 for example,one can expect 3D graphics with the complexity comparable to DirectX 11 on Windows XP. "
You know if DX12 basically copies Mantle's multi-threading - and why wouldn't it - it's just going to make Mantle even easier to implement for devs.
There's nothing much stopping Nvidia cards from running on Mantle already remember. They just wouldn't get the GCN-specific benefits - and that's what AMD would use Mantle for in the event of a DX12 with Mantle-influenced multi-threading.
I'm actually more surprised to see an AMD guy there given it completely undermines their whole Mantle strategy.
I'm always hearing this bandied about.
Where is the document containing the minimum feature set for the Mantle API? Failing that, where has someone from AMD actually said that NVIDIA cards can run the Mantle API, and detail a mechanism by which NVIDIA could pursue this goal?
Because it's still in beta? Even at that it's barely just in beta.If it is so easy to be supported on NVIDIA chips, why hasn't support been rolled out for 6 series and 7 series AMD cards?
You have evidence of all that? Because anything I've read has said the opposite - ie Mantle is *not* difficult to develop for. If the multi-threading was a basic copy/paste job from DX12 then that would be half the job done already.And even if you were right, and it would be doable on NVIDIA, and DX12 brings the same thread scaling benefits as Mantle, Why would developers support Mantle in addition to the DX12 path that you surmise would show all the same benefits? I find it hard to believe that people would up their coding, QA, and development budget significantly, just to support a redundant architecture for the slim number of people who (at that point) would be running Win 8.0 or maybe 8.1 (depending on the DX 12 supposed roll out timeline) AND a post 7900 GCN card.
Well considering the sdk hasn't been released yet and it's still beta software, it's asking a bit much. I don't see why AMD should detail how Nvidia can make use of it anyway?
All of the devs who have access to it so far have said that there is nothing inherently preventing Nvidia from using Mantle though. It's not hard-wired to GCN. Why not believe them?
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You have evidence of all that? Because anything I've read has said the opposite - ie Mantle is *not* difficult to develop for. If the multi-threading was a basic copy/paste job from DX12 then that would be half the job done already.
Because anything I've read has said the opposite - ie Mantle is *not* difficult to develop for. If the multi-threading was a basic copy/paste job from DX12 then that would be half the job done already.
Mantle is in beta? Or they are using Beta drivers? The slides I read talked about how simple it was.
Why would a API need a beta if it is so easy to port from consoles? Why would a developer not on the Gaming Evolved payroll want to pay man hours to beta test?
The facts will remain the same until non-sponsored games start popping up.