It's easier than inventing Mantle and trying to get developers to use it rather than DX11 which was my point.
Hmm, thought AAA Engine Developers developed Mantle and AMD supported them when asked.
DICE and other developers wanted a better API than DX11.
AMD worked with DICE to create Mantle, which was used in a few engines and paved the way for DX12 / Vulkan (Vulkan code base is Mantle + cross vendor).
Well, do you have some kind of "behind the scene" info? Can you share with us?There is a really interesting power reducing feature coming.
Well, do you have some kind of "behind the scene" info? Can you share with us?
Yes, the new power management feature is really interesting. I don't know how to describe it well, but the module tracks what is happening in the game and it will allocates just the right amount of resources to preserve the best experience and efficiency. The underlying idea was the tipical game designs. Even in an action game there are a lot of scenes where the high fps is not really useful. Think about the dialogues, you don't need more than 30 fps there, but when the gameplay is fast, you need much more. The new module just keeps the fps lower, when there is not much action in the game. This works extremely well with FreeSync.
They're talking about doing this dynamically - limited FPS in low-action scenes where it doesn't affect percieved smoothness, and no limit in high-intensity scenes. Sounds far too good to be true, IMO. How do they determine wethere there is enough going on to warrant unlimited FPS? Mouse/keyboard input? On-screen movement/changes between individual frames? And how do they avoid this resulting in choppy transitions between little and a lot of action on-screen? Nearly every single AAA game ever made has some sort of "surprise explosion" scene.Doesn't sound exciting to me - "hey, lets reduce FPS to save power because we can't compete with Pascal's per/watt"..........
This can already be achieved if you cap your FPS using Radeon Software.
Is draw call amount an indicator of frame-to-frame movement? Isn't it just an indicator of "amount of stuff on screen"?Driver is submitting queues/commands/draw calls to a GPU via IML/API, so this module should be able to monitor draw calls and doing decisions according to a monitored load.
Just guessing.
Totally agreed. I hope that "Thread Ripper" and the other silly names in that thread in CPU are not real too, but knowing how dumb these existing names are I wouldn't put it past themYou ask me, "ReLive" (& Wattman for that matter) are cringe worthy.
Why must they brand everything with a dumb name?