According to Oxide, the cost of supporting Mantle is relatively low. It's less buggy than DirectX, and performs better with less optimization, and makes up a relatively small portion of the entirety of the development cost. Once its incorporated into an engine, you can pretty much just forget about it.
Back in the day, some games supported DirectX, OpenGL, Glide, and occasionally even a few more vendor specific APIs. Even today, most games support at least two APIs, OpenGL to run on phones and consoles, and DirectX for Microsoft platforms. Once you've abstracted your code to translate between two APIs, additional ones aren't a lot of work.
eh...
according to Oxide
Lets be honest here. These guys are handpicked by AMD to promote Mantle, and they haven't been doing anything lately other than fixing their BENCHMARK and giving interviews about how wonderful Mantle is
WHICH IS NOT TO SAY I WOULDN'T WANT TO SEE MANTLE IN AS MUCH GAMES AS POSSIBLE
Because Mantle can and does achieve lower CPU/driver overhead, better mt, more responsive GPU etc etc.
But it seems to me they are too (emotionally and otherwise) involved with Mantle to be taken as granted when it comes with to Mantle prospects and (developing) issues.
This is basically the same as asking AMD to comment on their newborn baby.
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