“The cross-vendor Khronos Group has chosen the best and brightest parts of Mantle to serve as the foundation for 'Vulkan,' the exciting next version of the storied OpenGL API,” (AMD software engineer) Hallock wrote. “Vulkan combines and extensively iterates on (Mantle’s) characteristics as one new and uniquely powerful graphics API. And as the product of an incredible collaboration between many industry hardware and software vendors, Vulkan paves the way for a renaissance in cross-platform and cross-vendor PC games with exceptional performance, image quality and features.”
Why this matters: Although AMD has had unexpected success with developers adopting Mantle, it was unlikely to become a standard without the support of its chief competitor Nvidia. When Microsoft announced DirectX 12, which adopted features of Mantle, AMD's API looked to be a technological dead end.
But with Vulkan being largely based on Mantle, it could potentially give AMD an advantage over Nvidia and Intel since it knows where the proverbial bodies are buried.
Jon Peddie, a graphics analyst with Jon Peddie Research said an advantage for AMD is there but it's pretty remote.
"It might, but I don’t think so. Vulcan (which isn’t even fully spec’ed yet) is an open Khronos-wide API, and so any of the Khronos members have access to it and can exploit it as they wish," Peddie said. "However, one thing about Vulkan is that its power and efficiency comes with the burden of very low-level (i.e, hard) programming. You really have to know how to manage memory, and draw calls to get it to sit up and sing for you, so smaller firms with limited engineering skills and staff won’t be able to get as much out of it as quickly as larger firms."
Because Khronos Vulkan is based on a number of fundamental elements of Mantle, there probably is a definite advantage in that programmers already versed in Mantle and game console dev software would be better and quicker in fully utilizing the next gen API.
Also next gen APIs like Mantle/Vulkan/DX12 allows fine-tune software control of all the resources of mobile and desktop systems like multicore multithread CPUs and multithreading multi GPUs and APU GPU combinations.
Additionally Vulkan and the other next gen APIs bring forth graphics and GP compute based on next gen OpenCL. That also corresponds to the direction of the major next gen gaming consoles and plays to the demonstrated GP compute efficiency of AMD (see forum thread on Luxmark V3 and the results http://www.luxmark.info/ ).
There is this Youtube video with a GDC 2015 demo of Stardocks "Ashes of Singularity" RTS running in 4K that is utilizing their Nitrous engine and AMD's Mantle. It is easy to see why after Microsoft and Khronos saw these type of demos running on PCs, they ran back to their graphics API R&D team as if their hair was on fire!
https://www.youtube.com/watch?feature=player_embedded&v=t9UACXikdR0 Demo of Stardock Ashes of Singularity 4K
http://www.pcworld.com/article/2894...ises-from-the-ashes-as-opengls-successor.html PCW Mantle is a Vulkan
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