The way I read that is we'd be able to go from 2100 draw calls to 17000 and still maintain 104 fps. Correct me if I'm doing it wrong.
Isn't that stating at 17000 it's 41fps?
The way I read that is we'd be able to go from 2100 draw calls to 17000 and still maintain 104 fps. Correct me if I'm doing it wrong.
Isn't that stating at 17000 it's 41fps?
I think it'll be a while before a studio making a PC-only game with their own engine considered Mantle, precisely because of this.On current games, wouldn't it be true that a straight mantle ports won't give a major performance benefit because those games have learned the hard way not to use a lot of draw calls in the first place?
Which is any technically high-end "console-first" game.If this is true, the real potential of Mantle is for rendering techniques that can only be done with many draw call that are currently avoided (and that will continue to be avoided for the DX version.)
I think this is a question of rendering-engine architecture. repi says that multi-threading of draw calls in D3D has been a total failure - performance hasn't improved. That seems to imply that to get past this problem requires a deeper change.If the biggest advantage of Mantle is in fast draw calls by bypassing a whole bunch of Windows generic driver overhead (error checking etc.), then there's probably still quite a bit of value in making it look like a DX call while still bypassing the weight of the real DX layer?
Caused by the overhead which mantle would eliminate?
In our experience, DX11 deferred contexts give no performance gains at all, the opposite actually, so have completely given up on it which is sad but true.
See my slide #34 here:
http://www.slideshare.net/DICEStudio/directx-11-rendering-in-battlefield-3
Skynner: “Because Mantle is part of Frostbite 3, the technology can be used in a lot of games in the coming year.”
Skynner: “Mantle will make it easier for developers to port games to the PC.”
Skynner: “Efficiency, performance and making a bridge between PC and consoles are the reasons why we have developed Mantle.”
Hardware.Info: “Zooming in on compatibility. By using Mantle, developers will be programming directly on the GCN shaders. Is this no problem for your future? What if you have to step over to a new architecture for GPU’s? Will current Mantle games still work?
Skynner: “Good point. I can say the following about it: just like developing API’s, we also set goals when we develop GPU’s. They have to be a certain amount faster than the previous generation. While I can’t talk about the future generations, you can imagine that compatibility with Mantle will be on the requirements list.”
Hardware.Info: “And then about its speed. Battlefield 4 will be released in October as a DirectX game. We will be getting an update in December which will allow us to run the game with Mantle. What kind of difference in performance can we expect?”
Skynner: “I can’t say anything about that yet. Don’t forget that Battlefield 4 is still in its Beta phase and the same applies to Mantle. We have Beta game code on Beta API code. This is not the stage where we can make statements about performance, whether we want it or not.”
Hardware.Info: “Can you talk about it globally at least? Are we talking about percent, tens of percents or even more than that?”
Skynner: “Let me say this: we won’t develop a completely new API just to get a 3 or 4 percent gain in performance. The performance gain will be significant.”
I thought shaders would still be programmed by hlsl ? thats what ive read ?By using Mantle, developers will be programming directly on the GCN shaders
3dilettante said:For the sake of a thought experiment, what would have happened if the need to comply with low level details of earlier architectures happened earlier?
What if the desire for ease of development across platforms lead to Mantle being introduced for the Xenos and R600 time frame?
I doubt it would/will have a large impact either way. G80 was 7 years ago. I would guess AMD feels good enough about GCN (especially considering the console wins) to be content to iterate on it for several years.
For the sake of a thought experiment, what would have happened if the need to comply with low level details of earlier architectures happened earlier?
What if the desire for ease of development across platforms lead to Mantle being introduced for the Xenos and R600 time frame?
Yeah this is my main concern about this. As great as I think it is, if it locks AMD into GCN fot the next 8 years then that's very bad. NV can probably afford to stick with DX in that case and just rely on architecture advancements to drive its performance forwards.
There's a clear balance that needs to be struck but mantle makes that one hell of a lot more interesting.
It's not like AMD doesn't know what kind of architectures they are going to ship for next 3-5 years and be able to design mantle api accordingly. It's unlikely they would be stupid enough not to think about tomorrow.