That's my understanding as well, just want to know if it also means Mantle is cross platform on the PC side too (Linux/Mac).
Ah, I understand now. I would assume so, but that may be a terrible assumption on my part
That's my understanding as well, just want to know if it also means Mantle is cross platform on the PC side too (Linux/Mac).
http://forum.beyond3d.com/showpost.php?p=1789339&postcount=18
So much for the myth about AMD promoting only open standards and Nvidia being the big bad proprietary company. Lets see how the AMD defense force tries to spin and damage control this one. Enjoy your Glide API 2013.
Didn't you realise that nobody really cares about whether or not it's proprietary?
I wouldnt say thats true, I dont really want to be faced with a choice of " I can buy an amd card and enjoy games a, b and c enhanced with mantle or I can buy a nvidia card and enjoy games x, y and z enhanced by nv's to the metal api".
To me it's pretty obvious that Nvidia will work on their own API.
I don't see it as a problem: 90% of games will run on Cryengine, Unreal Engine 4, Frostbite 3 and few more. They can target two APIs, as long as Nvidia mantains a good marketshare in the pc world.
Yeah at a minimum Amd has forced them to do so with Mantle, as there is no way NVidia can now sit back and be badly beat on gaming benchmarks on AAA games. It's just Frostbite games today but Unreal tends to support everything so I'd presume them supporting Mantle is all but guaranteed. Cryengine prides itself as being the best looking and performing engine out there so likewise there is no way they can sit out of this either. Between those three engines, Amd would be beating NVidia on most game benchmarks out there.
That's why I don't really mind this now. Back in the glide days it was a different story, but most games today use a handful of engines so the time is right to go this route. What I wonder though is how clean and lean Mantle will be in 5 gpu hardware revisions from now.
Me as a customer- I want a monopoly of AMD
AMD fans cant really hear you from the sound of partying.
And lets not forget sentence written just after your quote:
"He also tried to brush aside comparisons with Glide but then stated: If a competitor were to approach AMD to make their own backend and drivers for Mantle, AMD would not dismiss them right away."
Things get weird if they don't get all the engines, or a competing API divides things up. Hopefully that doesn't happen...
AMD said it wouldn't refuse them off the bat.Maybe I'm just imagining this, but last night I heard the word "open" mentioned several times in conjunction with Mantle. It was my understanding from that, that if nVidia wanted to get in on Mantle AMD was not going to refuse them.
There are already extensions for AMD that only GCN supports, so is that the reason?Of course this is speculation, but seriously... if it wasn't specific to GCN then there wouldn't really be a need for it. They could do the same thing with GL extensions otherwise.
This kind of bias (DSC as well) seems pretty silly to me. We should be PC gamers, not AMD or Nvidia gamers. And while I do worry about the advantage this could give AMD (on top of everything else) if it pushes NV to do something similar and devs support both, it could be pretty incredible. Bye bye PC overhead!
Guys... there is a huge difference between being willing to disclose a spec for an architecture-specific API and designing a portable API. All indications are that Mantle is designed quite specifically for GCN, and I doubt AMD made any compromises for portability's sake (that was not the goal of it).
Guys... there is a huge difference between being willing to disclose a spec for an architecture-specific API and designing a portable API. All indications are that Mantle is designed quite specifically for GCN, and I doubt AMD made any compromises for portability's sake (that was not the goal of it). Thus saying "well it's open and we'd let other people support it" is likely just PR nonsense, since they know very well that likely no one else can support it as it is defined.