Bouncing Zabaglione Bros.
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Maybe AMD were telling the truth when they said they made Mantle because it's what the developers kept asking them for..?
Maybe AMD were telling the truth when they said they made Mantle because it's what the developers kept asking them for..?
I've run out of red bull. Can I have some of yours?
Looks like things are not that easy on that front.Finally, adding Mantle support to current game engines, as Nixxes did with the version of Unreal Engine 3 used by Thief, can be a challenge. "Native D3D ports will not magically get much higher performance," explained Katsman. "If you emulate the same system on top of Mantle, you will not get much better performance." Fully optimizing an existing engine for Mantle seems to involve breaking and rewriting some chunks of that engine to take advantage of the new development model. But here again, Katsman believes the performance improvements make the effort worthwhile.
DICE's Andersson extrapolated upon that same notion in his keynote, saying that, with Mantle, the CPU "should never really be a bottleneck for the GPU anymore." In a separate demonstration, Oxide showed their Mantle-enabled space game suffering no frame rate hit when the FX-8350 processor on which it ran was underclocked to 2GHz, or half its base speed. (Graphics processing in that demo was handled by a Radeon R9 290X.)
Mantle is extensible across OSes and all modern APUs, GPUs and CPUs and it can accommodate future architectures. All these points are contained in those presentations. Presuming of course AMD opens Mantle up to all comers. Incorporate Mantle into your engine and add extensions as applicable to accommodate new hardware, OSes and platforms.
One thing that is pissing me off is that it doesn't support older tech i.e. 5x00 and 6x00 series of AMD GPU's. I mean if they can make it support Nvidia and Intel GPU/CPU's then why not the older generation GPU's.
Because they are still working on it and it is still some time to go until it's finished...
Anyway, regarding the CPU bottleneck and scaling. If a game runs with the same FPS at 2 GHz and 3.5 GHz, is this actually a good or bad thing if you see no scaling at all with faster CPUs? Someone can clarify?
One thing that is pissing me off is that it doesn't support older tech i.e. 5x00 and 6x00 series of AMD GPU's. I mean if they can make it support Nvidia and Intel GPU/CPU's then why not the older generation GPU's.
One thing that is pissing me off is that it doesn't support older tech i.e. 5x00 and 6x00 series of AMD GPU's. I mean if they can make it support Nvidia and Intel GPU/CPU's then why not the older generation GPU's.
Because they are still working on it and it is still some time to go until it's finished...
Anyway, regarding the CPU bottleneck and scaling. If a game runs with the same FPS at 2 GHz and 3.5 GHz, is this actually a good or bad thing if you see no scaling at all with faster CPUs? Someone can clarify?
Older AMD GPUs don't support the descriptor sets so they handle textures completely differently. Old GPUs from other vendors wouldn't work either. For Nvidia GPUs this likely means any GPU that doesn't support there bindless texture extension.One thing that is pissing me off is that it doesn't support older tech i.e. 5x00 and 6x00 series of AMD GPU's. I mean if they can make it support Nvidia and Intel GPU/CPU's then why not the older generation GPU's.
I didn't see where it was said which of those architectures they might hypothetically fit into Mantle--if any currently existing ones actually can, or have a way of doing it in a reasonably performant manner.
Older designs that are feature-equivalent to VLIW4 and below might have the same incompatibility.
If it turns out that the older AMD GPUs could be twisted to work in Mantle, but only with massive amounts of work and poor reliability, it wouldn't be up to AMD to say whether another GPU vendor is going to bother with heroics for its obsolete tech.
I must say, I read the article and it got me really excited for Mantle, the possibilities are endless. Less loading times and stutter, less memory footprint and more texture resolution, more draw distances, less CPU requirements and more multi-threaded utilization. I really want to see it expand if it can deliver on these promises.
An interesting part from the article :
Looks like things are not that easy on that front.
Anyway, regarding the CPU bottleneck and scaling. If a game runs with the same FPS at 2 GHz and 3.5 GHz, is this actually a good or bad thing if you see no scaling at all with faster CPUs? Someone can clarify?