Recent content by repi

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    DirectX Ray-Tracing [DXR]

    We are doing a hybrid rendering pipeline in SEED with multiple raytracing components (reflections, shadows, materials, GI and AO) combined with rasterisation (gbuffer primarily) and compute. Running on one or more TitanVs:
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    AMD: Pirate Islands (R* 3** series) Speculation/Rumor Thread

    Nope they are fine with it, which is fun! Great guys
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    AMD: Pirate Islands (R* 3** series) Speculation/Rumor Thread

    This is your first infraction, so I shall forgive you! But ye shall never do it again :)
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    AMD Mantle API [updating]

    Yes Mantle accepts straight AMDIL, and correct you can't do that on DX11
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    AMD Mantle API [updating]

    A lot of misinformation here. We did Mantle because it is something that we've been wanting to have for a _very_ long time and it is technically & strategically exactly the direction we want to go in to create better games and to push the industry forward. It was not a carefully financially...
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    AMD Mantle API [updating]

    Star Wars Battlefront is also using Frostbite
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    April Fool's from DICE regards Wii U *spawn

    Frostbite is indeed fully separate from DICE nowadays, we even have our own office and we work with _a lot_ of teams within EA. And no I will not comment about the tweets.
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    AMD Mantle API [updating]

    Anything specific you guys want me to try and cover in my Mantle talk at GDC next week? http://schedule.gdconf.com/session-id/828212 Rendering Battlefield 4 with Mantle In this technical presentation Johan Andersson will show how the Frostbite 3 game engine is using the low-level graphics...
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    AMD Mantle API [updating]

    Don't have figures about Low/Med/High/Ultra usage (but that would be interesting!), but do have HW stats from Origin specifically for BF4 and it is definitely more high-end than the Steam stats, which makes sense.
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    AMD Mantle API [updating]

    Sorry it would be substantial amount of work to provide that and there is no possibility of giving out the dedicated server builds.
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    AMD Mantle API [updating]

    Yes we do, but the DX drivers have optimization that does it as well at least for some cases. But with Mantle we have explicit control and can go further. Don't think I can go into details about it though as it is very AMD specific and not sure what is public.
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    AMD Mantle API [updating]

    Not really, they didn't specify how they tested multiplayer and most importantly: if the multiplayer was full 64 player server or empty. Affects CPU load massively. Update: looks like they did specify that it was 64-player MP server which is good assuming it was full the entire time for all...
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    AMD Mantle API [updating]

    Would love to be able to release a good benchmark externally, but the one we use internally for multiplayer is not something we can release as our "pseudo soldiers" run on the dedicated server that one sets up on a local machine and then connect to with the machine one wants to play and measure...
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    AMD Mantle API [updating]

    Never ever compare frame rate in absolute 'fps' numbers, it has a non-linear relationship. Use milliseconds / frame instead for comparisons or percentages. This is your first warning :)
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    AMD Mantle API [updating]

    The FPS figures that show in the top right corner of my screenshots are from 0.5 seconds and measured differently and not as accurate. Those are not the timings I'm using, I'm using the timings based on our perf overlay graph in the bottom left (the CPU avg number) which is a much longer average...
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