Maybe DICE just wanted their customers to enjoy the other BF4 changes over the weekend.Yes, but what bad could possibly come out of delaying it 1 or 2 days, so AMD could iron out the driver?
Maybe DICE just wanted their customers to enjoy the other BF4 changes over the weekend.Yes, but what bad could possibly come out of delaying it 1 or 2 days, so AMD could iron out the driver?
Maybe DICE just wanted their customers to enjoy the other BF4 changes over the weekend.
Yes, but what bad could possibly come out of delaying it 1 or 2 days, so AMD could iron out the driver?
Given that DICE is the most important game developer pushing Mantle... it would be on their interest to better match the driver release as well? Unless...
Ok I may have gotten a little confused about this. CPU timings here refer to the period each frame spends in the CPU or what exactly?What definition of "actual frame rate" makes more sense than the CPU timings that the simulation uses?
The CPU times are the same things FRAPS measures as frame times (and converts to FPS) and sites like techreport.com use in their analysis. This is exactly the right thing to be measuring and great to have it built into the engine now since obviously FRAPS won't work with the Mantle path.Ok I may have gotten a little confused about this. CPU timings here refer to the period each frame spends in the CPU or what exactly?
Mantle is a curse, and a grindstone around the neck of PC gaming. By fragmenting the userbase and sucking up development time and money the mantle path unjustly enrichens the experience for a few at the expense of the many. Fuck that.
INow we see movements for DX12,
I ran the Starswarm demo on my 3770K + GTX670 rig. On Extreme and High settings it is simply a slideshow when lots of units are on the screen. I assume Mantle will tremendously benefit this engine.
I mostly saw a standstill over the last few years with some of the more critically acclaimed games being developed on technically retarded last-gen consoles.Mantle is a curse, and a grindstone around the neck of PC gaming. By fragmenting the userbase and sucking up development time and money the mantle path unjustly enrichens the experience for a few at the expense of the many. Fuck that.
Same goes for nvidia physx, and creative's proprietary sound in the past. Difference is, physx only ever made sense for games that leveraged physics to any greater extent, while mantle has the potential for much broader reach.
PC gaming has prospered under unified 3D APIs. I don't want to see that ending, it can only lead to bad in the end.
http://www.guru3d.com/articles_pages/amd_mantle_preview,1.html
That definitely shows that in CPU bound situation, Mantle really helps out killing off CPU overhead. The next phase will be installing Mantle on a setup with a fast Core i7 processor.
http://www.guru3d.com/articles_pages/amd_mantle_preview,2.htmlConcluding
This is an extremely short article as there is just so much to explore with mantle. It will remains to bee very simple though. On high-end PCs with a single graphics card you may see perf increase in the 10% area. On massively CPU limited situations like low/medium quality settings / low resolutions or even Multi-GPU setup, that's where the gain easily can get 30 even 40%. As such Mantle will benefit low-end and mainstream processor based PCs the most. But even at Enthusiast class, it will make a difference.
Q: Does Mantle compete with DirectX?
A: DirectX provides a standardized programming interface for GPUs, allowing the same code to work across a wide range of architectures and product configurations. Mantle complements DirectX® by providing a lower level of hardware abstraction for developers who want and need it, echoing the capabilities they have come to expect on dedicated game consoles.
The more interesting benchmark for high end systems will probably be the minimum framerates.