zinfamous
No Lifer
- Jul 12, 2006
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Why would it have to be the same team?
I thought people poop on AMD all the time for having no money for R&D.
So, are we to believe they have the budget for more than one API dev team?
Why would it have to be the same team?
Proposal: We should build a dam spanning three gorges in China. There, I just built the three gorges dam in china with one sentence. That's not a silly argument, it's exactly the hole you try to cover between several trips to Silicon Valley to work out proposals in meetings between AMD and Andersson (your source, that's why I said you should read all of it) and actually building an API that has some several hundred Megabytes of code and documentation. The interview, again, is very clear on who did what:How? The implication is that Andersson was the brain behind Mantle, and that he was responsible for pressing IHVs to come up with a low level API for PC. AMD was the only one that listened and took his proposal seriously, and for that they deserve credit. Not sure how DX12 fits into all of this, because DX12 was definitely in development before Mantle released. So AMD would have known that Mantle would be short lived because the release of DX12 was imminent.
Literal translation (said by Andersson):Mantle bedeutete für uns bei DICE, ein komplett unterschiedliches Render-Backend zu kreieren. Für AMD hieß es ein Treiberteam aufzubauen, welches seine Ressourcen und Zeit in die Entwicklung einer alternativen 3D-Schnittstelle steckt.
So DX12, Mantle, Vulkan, all of which target modern GPUs, share similarities? Who'd have thought.
Yes, they share tiny similarities that can happen if two students do the same project at different universities and by pure chance create two Thesis that are matched almost word for word. Oh look, they both copied full Wikipedia articles and only changed some phrases to adapt their copypasta to the own writing style! Who'd have guessed.Petr Tomicek said:Why does it feel like I am reading Mantle Programming Guide again?
...There's a general consensus of agreement based on all the gathered evidence in this thread and then there's your opinion. Andersson made it clear that noone but AMD listened to his proposals. Other developers have made it very clear how annoyed they were about the way MS treated them in the DX11.1 era. I mean, when the biggest thing MS can boast about is "For instance, right now we’re investing in some very cool graphics code authorizing [sic] technology in Visual Studio", then you know how bad it is. That's not reinventing the car, that's reinventing the height adjusting mechanism of your head rest inside of a car.What the disagreement is, is about whether DX12 in it's current form would exist if it had not been for Mantle. My answer to that is yes, it would exist because that's what the game developers wanted. Mantle was first off the block, but DX12 was going to come eventually no matter what.
The other disagreement is about whether DX12 is an evolution or offshoot of Mantle. For me the answer is no, based on comments AMD themselves have made, plus timeline concerns.
I thought people poop on AMD all the time for having no money for R&D.
So, are we to believe they have the budget for more than one API dev team?
Actually, AMD GPUs gain so much because the DX12 back end renderers lift up the CPU bottleneck from AMD GPUs. We must wait for fully DX12 coded games to judge how they perform, factually.Cut...
I thought people poop on AMD all the time for having no money for R&D.
So, are we to believe they have the budget for more than one API dev team?
Actually, AMD GPUs gain so much because the DX12 back end renderers lift up the CPU bottleneck from AMD GPUs. We must wait for fully DX12 coded games to judge how they perform, factually.
It's not like that,just because nvidia has the option doesn't mean that it gets used in every game,in fact it's pretty rare to get secondary threads that actually remove any considerable overhead ( about 1% or more)Isn't it that AMD has lower CPU overhead than NVidia, when the draw calls are being issued from a single thread, due to AMD's GPUs using a hardware scheduler? The "NVidia has lower overhead" argument stems from the fact that NVidia GPUs push the scheduler work onto the CPU, which allows for the use of driver command lists in D3D 11.
There's a Beyond3D thread on the subject, with a few game developers weighing in. Read frae this post onwards: https://forum.beyond3d.com/posts/1940663/