New Star Swarm Build: Better Mantle Performance
http://oxidegames.com/2014/02/04/new-star-swarm-build-better-mantle-performance/
We just deployed a new build of our Star Swarm stress test that significantly improves the demo’s performance using AMD’s Mantle API. We suggest that those of you interested in benchmarking and performance numbers re-run your Mantle scenarios; you may be surprised at the results.
Did we crack some secret code or find a crazy new optimization? No, nothing so spectacular. The truth is that we made a mistake in our haste to deploy the build that stripped out the activation process. We didn’t follow our normal release process, and missed how a minor change in that build had disabled some of the Nitrous engine’s multi-threading features when using Mantle. Unfortunately we didn’t notice that at first, as nobody was running Mantle last week due to the beta driver being delayed.
It’s all fixed now, so Mantle users should see a noticeable boost in performance on most configurations (this fix doesn’t have a huge effect on powerful-CPU/slow-GPU systems). We’ve also addressed the “gray screen” issue that was affecting some non-English Windows systems.
We appreciate everyone’s patience and feedback as we hunt down some of these hard-to-reach bugs for this alpha test of the Nitrous Engine.
Ok, people. It's time for new bench numbers!
http://techreport.com/review/25995/first-look-amd-mantle-cpu-performance-in-battlefield-4//2One thing we didn't expect to see was Nvidia's Direct3D driver performing so much better than AMD's. We don't often test different GPU brands in CPU-constrained scenarios, but perhaps we should. Looks like Nvidia has done quite a bit of work polishing its D3D driver for low CPU overhead.
I was left wondering too, IF this was the case, why isn't the 780 Ti in D3D faster on a 7850K versus 290X Mantle?
Different cards, settings, and the results are consistent with AMD's statements of largest benefits in CPU-bound scenarios and not wholly inconsistent with TR's testing that tried to measure a CPU-bound scenario.Found this interesting AMD slide :
Techreport's choice of game settings reads like a guide on what to use to minimize Mantle's benefit. Only High settings, no resolution scaling, only FXAA, single player. Perhaps Johan can chime in on this.
Exactly, In fact if Mantle allowed AMD to pull ahead of NVIDIA's D3D (after the patch).. they would have chosen a different card than a regular 780, like a Titan or even a 780Ti. clearly they didn't. In fact the regular 780's performance is not that far behind. and we can easily extrapolate 780Ti's performance from that.Different cards, settings, and the results are consistent with AMD's statements of largest benefits in CPU-bound scenarios and not wholly inconsistent with TR's testing that tried to measure a CPU-bound scenario.
TR's settings are what the game defaults to on most configs... hardly unreasonable. As noted, the best "benefit" is at low settings when maximally CPU bound, but how interesting is the fact that you can get 5ms/frame there instead of 10 (or whatever)? If you want a best case Mantle benefit benchmark, that's basically what Star Swarm is. Frankly if they wanted to minimize Mantle's benefit they wouldn't have benchmarked on AMD CPUs at allTechreport's choice of game settings reads like a guide on what to use to minimize Mantle's benefit.
Is there more in-depth information on the technical aspects of the Mantle driver and the hardware it utilizes that says this?
Mantle may be relying on some of GCN's changed memory addressing and software control to implement its low-level control.
The CPU-side optimizations work by putting more onus on the developer, but there may be a system component to it.
GCN is much more flexible with setup and control, while the VLIW designs are more restricted and may not have designs validated for the lower level interaction offered to programs under Mantle.
Some of the shortcuts Mantle relies on don't match up well with AMD's older GPUs. I'd argue that there might be more commonality with low-level access to graphics features, since there are elements that haven't evolved as much with regards to texture and ROP features compared to the execution and software control portions of the design. That wouldn't help with the CPU-side stuff assumed to be more portable.
the reason why older AMD cards are not supported by Mantle has nothing to do with GCN even though people keep repeating this over and over across tech forums. AMD made it clear a few months ago that Mantle is NOT tied to GCN and support for older hardware and even nVidia hardware can be added in the future.
proof: http://mygaming.co.za/news/wp-content/uploads/2013/11/22-Mantle-on-other-architectures.jpg
excuses, excuses there can always be written an API which works close to the metal with VLIW4 and VLIW5... this discussion is nonsensical...