AMD is doing it: TressFX, Forward+, GI, DoF etc.
They have their own libaries which aren't optimize for nVidia cards.
Funny, Forward+ was such an example with Dirt:Showdown.
http://www.extremetech.com/extreme/...surps-power-from-developers-end-users-and-amd
Many predicted that Nvidia's answer to Mantle would be a dirty one.
Is anybody really surprised by this? I guess Mantle supporters are okay with it as long enough engines use it, and because Microsoft's DirectX is "bad/slow".
Now all we need is Intel to come up with their own API and start throwing money at developers to not use anything else. Then we'll need an AMD board for one game, an nVidia board for another, and Intel onboard for the third.
Welcome back 1990s, we missed you.
What happens when the featureset requries AMD IP, even if we imagine for a bit it would be open?
Its simply an attempt to control the API. Had AMD wanted everyone on board, they would have made it open and widespread.
crysis 2 killed performance on ALL cards, not just amd cards. It was tessellating completely flat surfaces and an entire invisible ocean
this is a waste no matter what brand you used. the only difference was amd cards took a 40% hit while nvidia cards only a 20% hit. in either case it was a waste of performance
Key point :- TressFX ON.
This is the equivalent of running a game with PhysX ON on AMD cards and complaining it doesnt work.
These numbers aren't odd.
Heaven is only using a max factor of 8-16x. Tessmark - like Stone Giant - uses up to factor 64x.
AMD is doing it: TressFX, Forward+, GI, DoF etc.
They have their own libaries which aren't optimize for nVidia cards.
Funny, Forward+ was such an example with Dirt:Showdown.
In this thread I see a lot of speculation on both sides. We do not know why they refused to include AMD libraries, indeed we only have the author's word that it occurred.
I also see speculation as to why Nvidia has been preferred over AMD. I am going to give my experience - no speculation - as to why myself, a user who buys 2 dgpu's or more each year prefers Nvidia.
I was excited when AMD became more competitive FPS wise and purchased a 5870. I also purchased a 3rd monitor for eyefinity. I quickly found that out of the 3 features advertised on the box (eyefinity, power saving features for 2d, and overclockability) did not work correctly out of the box.
I had to disable the power saving features by using a hexeditor to altar the the on card software in order to stop experiencing issues with 3 monitors in 2d mode. This took me a good four hours of research to find out. AMD did not provide any information on this to the public and indeed - testing your card in the advertised setup would be recommended to most manufacturers.
Afterwards I found that my friend who I had purchased a 5770 was experiencing gray screens with a brand new card. A few searches confirmed that many people were.
Essentially, they had the opportunity to steal my business from Nvidia but issues with 5xxx cards soured my mouth.
I bought two 570s and two 670s since then. In those times I have thought about switching but the framepacing issues came to light and I decided to stick with Nvidia.
There may be a time when I give them another chance, but when I am buying 700+ worth of hardware each year I don't want to risk my purchase. If they had delivered a card to me that delivered on its advertised features (the very reason I bought it!) I would have likely purchased AMD products instead.
GameWorks is not as bad as it seems. There will be many new effects on the new consoles that simply cannot be ported to Direct3D, because of the API latency. Mantle is a solution for this, but only for the GCN GPUs. Another solution is GameWorks. This SDK is a big "out of box" library, with many working effects. It can be used for bad things, but in the end GameWorks will be good for the industry, because many developers won't develop a D3D port for every console or Mantle effect, so they can easily use an "out of box" GameWorks solution for the problem. It may not be the same quality, but better than nothing.
Ah,
"porting to Mantle"?!
Did you read the Xbox One blog posting from Microsoft? There is no Mantle support and i think not even a very low level access to the gpu.
And even Microsoft wrote that they want to port their games easily from one plattform to another.
Sony is using their own GL. You can port these games even to Android. This happen with a few PS3 games right now.
There is nothing like "porting to Mantle". There is only "development of a Mantle path".
Ah,
"porting to Mantle"?!
Did you read the Xbox One blog posting from Microsoft? There is no Mantle support and i think not even a very low level access to the gpu.
And even Microsoft wrote that they want to port their games easily from one plattform to another.
Sony is using their own GL. You can port these games even to Android. This happen with a few PS3 games right now.
There is nothing like "porting to Mantle". There is only "development of a Mantle path".
The "Mantle in consoles" myth still refuses to die I see...
Mainly because it keeps being brought up by people trying to bash Mantle. You and Sontin are the ones talking about it.
Could you link me to the post where I introduce the myth and not simply respond to it?
He never claimed that Mantle is in XBox1. What he said was to make it easier to port console features. Nowhere did he say, or even insinuate Mantle was on consoles.
1. Using Direct3D 11 for game development is your first step.
2. Your investments Direct3D 11 carry forward across of Microsofts devices. Direct3D is the starting point for games on Windows PCs and Tablets, Windows Phone, or Xbox One.
Read my last post. There was no mention of Mantle in consoles. You choose to bring it into the conversation.
I believe he said you can port a console game to PC and use Mantle/Gamework for more features that are not present in the console game. That doesnt mean that Mantle/Gamework is a console feature.
Mantle and Gamework are made for the PC, they are made to make the PC games easier to make/code and faster and/or with more features.
I hope not, that he tried to say that.
Gameworks run over the API level. Mantle is an API. You can use Gameworks for console games only because that the advantage of using a high level API.
No, that's wrong. Mantle is made for the PC only, Gameworks is created to help make creating of certain effects much easier for developers. It's like PhysX: A set of tools for creating effects.
Mantle will always need additional work from the developers because you can't port any "low level access" methods from the consoles to the pc.
Gameworks will run on every supported plattform after you implemented it into the game engine.
nVidia is doing the same kind of work they did and still doing with Cuda: Make "programming" easier. AMD on the other hand want to make it more "difficult" because a new API doesn't resolve the problem of content.
So you could not link me to the posts where I introduced "mantle in consoles"...gotcha.
You cannot use CUDA/PhysX which is part of GameWorks in consoles. You cannot use any Gamework feature that is CUDA/PhysX related(compute) to a non NVIDIA GPU hardware console or not.
You dont need to use the "full Gamework" set.So, in order to have the full Gamework features you need a NVIDIA GPU. That makes it the same as Mantle.![]()
Brings us back to point one.edit: One more thing, Mantle will be incorporated in to the Game Engine (FrostBite 3 etc), no additional work for the Game developer. On the contrary, the Game developer will have more powerful tools to create, debug and more features to use with Mantle than without.
/edit: I would not post slides from a guy who cant even hit his own timeframe.
Meh. You didn't understand the concept of a high level API. Cuda and PhysX run on every supported backend - PhysX supports x86, ARM, PowerPC, Cell and Cuda.
You dont need to use the "full Gamework" set.
Brings us back to point one.
Seriously: Do you really believe that you only need to push a button to translate DX HLSL code to Mantle HLSL and get the whole performance advantage?!![]()
Then why even use GameWorks if you cannot use the whole package ??? Even if Gameworks can be used in Consoles, you will not be able to have CUDA/PhysX features in XBone or PS4 simple because they have AMD GCN iGPUs and not NVIDIA GeForce.
Yes, i do. But you're missing the understanding of what an API is.Do you understand what incorporated in to the Game Engine means ??
Wait - now the Mantle patch is delayed because of Kaveri?
Haha.
Yes, i do. But you're missing the understanding of what an API is.
So good luck in believing that they only need to push a button.
