dacostafilipe
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- Oct 10, 2013
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So you guys know, AMD's Huddy said that Mantle is not open at the moment (!), but it will be the case as soon as they release the SDK.
With Mantle this is finally true as drivers do not [mess] up everything with each update.I do place the primary responsibility for a game's performance on the developer, yes.
With Mantle this is finally true as drivers do not [mess] up everything with each update.
This is also a great thing for AMD driver team as well, there shouldn't be as much work on each Mantle title as it is to get DX/GL titles to work.
I'm still amazed at how many people are pushing Mantle as a great thing. AAA games are now rivalling the complexities of operating systems, yet we're expected to believe that pushing driver-like optimization onto their developers is somehow a good thing.
This is also a great thing for AMD driver team as well, there shouldn't be as much work on each Mantle title as it is to get DX/GL titles to work.
Mantle is an unequivocal failure.
How many different hardware combinations does an Xbox have? You might have a bigger HDD, Kinect missing, but that's about it.They have been doing it on consoles for years now, don't you think they are used to it and bringing it to PC isn't going to be a big issue?
Does it? So DirectX12 is tied to GCN, is it?Also, even if Mantle wasn't around, DX 12 still does the same thing.
DirectX still maintains the programming abstraction needed to allow any IHV to implement a driver back-end and have it work.
Please, stop propagating this myth. The overhead awareness was been there since 2000/XP where it was necessary to allow developers to reuse a lot of their driver code when the OS lines merged.That's ridiculous! It has disrupted the industry and has garnered so much awareness -- even by Microsoft!
It only targets and works on one specific piece of hardware (GCN). That's not abstraction.But Mantle also has an abstraction layer. Who said there isn't one?
Please, stop propagating this myth. The overhead awareness was been there since 2000/XP where it was necessary to allow developers to reuse a lot of their driver code when the OS lines merged.
But steps have been taken since Vista to reduce the overhead through a new driver model, improved batching, DX11 multi-threading, etc.
DirectX12 is just the next step in the process which started in 2006, eight years ago.
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Please, stop propagating this myth.
++ to BrightCandle's post above.
I'm still amazed at how many people are pushing Mantle as a great thing. AAA games are now rivalling the complexities of operating systems, yet we're expected to believe that pushing driver-like optimization onto their developers is somehow a good thing.
Let's take this to a natural conclusion: why even use a general purpose OS like Windows? An OS adds overhead with its HAL, user mode, virtual memory, security, and other modern abstractions.
Maybe said developers should just create a game-specific OS tailored specifically for their game, and implement everything in assembler. You know, so they can get right to the metal and not have any of that pesky overhead like a multi-tasking kernel.
Mantle is an unequivocal failure. It's only around because of the money AMD is pouring to get developers to come aboard. Remember, when the Dice guy was asked how much AMD paid him, his answer was "I'd still use it for free".
Uh-huh, I'm sure you would. So give the money back to AMD and let's see if you're still keen.
Again, if developers want to program individual hardware directly like that, all they need to is to ship a custom version of DOS/Linux with their game. Heck, make their game be an OS and they'll have no overhead at all because they can run it from kernel space and directly control all of the hardware.
Of course doing this would regress the last 20-30 years' worth of OS improvements and technology advancement. But oh well, there's no overhead, so it must be better! :awe:
Mantle makes the game development process easier not harder.I'm still amazed at how many people are pushing Mantle as a great thing. AAA games are now rivalling the complexities of operating systems, yet we're expected to believe that pushing driver-like optimization onto their developers is somehow a good thing.
Yes they can but chose not to, which was a smart call.AMD can't even abstract it enough to work on their own non-GCN hardware, so what chance does Intel/nVidia have of running this GCN specific code?
But steps have been taken since Vista to reduce the overhead through a new driver model, improved batching, DX11 multi-threading, etc.
... The big problem with an API that passes much of its concerns to the user of the API is there is a higher chance of bugs occurring. One of the ways Mantle gets its speed is by removing state checks that tell you if you can call that method now or not, of course by doing so it becomes harder to debug your code ...
It only targets and works on one specific piece of hardware (GCN). That's not abstraction.
AMD can't even abstract it enough to work on their own non-GCN hardware, so what chance does Intel/nVidia have of running this GCN specific code?
It only targets and works on one specific piece of hardware (GCN). That's not abstraction.
AMD can't even abstract it enough to work on their own non-GCN hardware, so what chance does Intel/nVidia have of running this GCN specific code?
Exactly. And it's a smart decision Nvidia can't put themselves in a position to be at the mercy of a direct competitor when it comes to something as fundamental as an API. Let's put it this way, if Microsoft all of a sudden started making GPUs then Nvidia would have to take a serious look at supporting D3D going forward.But Nvidia has already said they have no interest in Mantle, but that's a business reason, not technological.
++ to BrightCandle's post above.
I'm still amazed at how many people are pushing Mantle as a great thing. AAA games are now rivalling the complexities of operating systems, yet we're expected to believe that pushing driver-like optimization onto their developers is somehow a good thing.
Let's take this to a natural conclusion: why even use a general purpose OS like Windows? An OS adds overhead with its HAL, user mode, virtual memory, security, and other modern abstractions.
Maybe said developers should just create a game-specific OS tailored specifically for their game, and implement everything in assembler. You know, so they can get right to the metal and not have any of that pesky overhead like a multi-tasking kernel.
Mantle is an unequivocal failure. It's only around because of the money AMD is pouring to get developers to come aboard. Remember, when the Dice guy was asked how much AMD paid him, his answer was "I'd still use it for free".
Uh-huh, I'm sure you would. So give the money back to AMD and let's see if you're still keen.
Again, if developers want to program individual hardware directly like that, all they need to is to ship a custom version of DOS/Linux with their game. Heck, make their game be an OS and they'll have no overhead at all because they can run it from kernel space and directly control all of the hardware.
Of course doing this would regress the last 20-30 years' worth of OS improvements and technology advancement. But oh well, there's no overhead, so it must be better! :awe:
Quote:
Originally Posted by jbarcz1 View Post
You're missing the point. Just having the docs for a particular chip is not sufficient, and not what we've been asking for. Yes, we have the ability to write our own drivers for specific parts, but we don't have the bandwidth to maintain those drivers for every new part. We also don't have the ability to deliver new drivers on the day the hardware ships, and we don't have the ability to walk down the hall and talk to the hardware people when we run into undocumented quirks.
Mantle was AMDs attempt to solve a very personal problem. It has been completely overshadowed and forgotten, especially in this thread.
What, you might ask.
APU performance.
Mantle boost performance most on weak CPUs and can do this very well. This is by design and it does this pretty well. AMD bet their future on APUs. They are really potent graphics bolted onto weaker x86 cores. AMD needed a solution if they wanted to make their APUs shine and thus mantle was born.
Instead of marketing Mantle for what it is (a way to prop up their weak x86 cores), the focus shift to how terrible DX is.
The reality is that DX performance on strong CPUs is not that bad at all. Even mantle offers little improvement here. But on the weak slower cores on AMD APUs, it can really make a difference.
I see people talking out their behinds calling DX a failure and how much better AMD done with mantle. They really dont have a clue what they are talking about. You just cannot compare to two like so. DX is an API that spans across hundreds of different hardware and that was the goal always. All in all, it has done a great job. But if you focus on one architecture alone could you get more performance? I sure would hope so.
So I think the conversation should be on why mantle is really here. AMD set out to solve a very specific problem and I think Mantle does that rather well. I just find it very interesting how well it has been spun and how readily people adopt the misdirection. It is not about how much DX sucks, it was really about squeezing more performance out of their APUs. Once you realize this then you will understand some of the more puzzling aspects. Like why AMD would really want to keep mantle around even after DX12 is out. And you will know the answer when someone asks, "do you think intel will ever support mantle?"
Answer, "No"
Its not gonna happen. I promise