One thing that gets overlooked frequently with Gameworks is that it acts as quite an elegant way of freeing Nvidia from limitations of DirectX.
Now, I don't know how the specification process of a DX version is happening in cold, hard reality (I know the tidbits that are presented to media as a sorry excuse for the truth...), but I could imagine that engineers and marketeers alike would seek a solution when their products get the short end of DX spec-bundles? Some might come up with a whole new API, potentially allowing for graphics features that go unused in a DX environment to be put to use. Others might want to use the way of black boxes to obscure not only their algorithms to the competition, but also to the limiting API - especially when they see their competitors products in major game consoles, so that the techlevel is basically set there. Because - my guess - it is highly unlikely that we will soon see games making use of optional DX12 FL12_1 features, they can go forth and put it to use via their black boxes.
After all, it was Richard Huddy who proclaimed years ago that "The API has to go away".
I agree though, that Nvidia should play this game more transparently if only for their own image. But then, they are a public company and most of those are driven rather short term …
While I won't defend Physx since personally, I don't like the artistical way of implementation in almost all games I've seen (exception: Cellfactor!) and would rather prefer gameplay-enhancing physics effects (which won't happen for GPU-Physx, see Cellfactor), I think that Mantle List is a bit misleading (as is the comparison with Physx in the first place).
8 of those Games are based on the same engine (Frostbite), so they basically have Mantle baked into their DNA anyway. 4 games are not yet released. So, it's the Frostbite Games, Civilization (LORE), Thief (UE3) and Sniper Elite (Asura) - which is a good score all by itself, mind you.
Now, I don't know how the specification process of a DX version is happening in cold, hard reality (I know the tidbits that are presented to media as a sorry excuse for the truth...), but I could imagine that engineers and marketeers alike would seek a solution when their products get the short end of DX spec-bundles? Some might come up with a whole new API, potentially allowing for graphics features that go unused in a DX environment to be put to use. Others might want to use the way of black boxes to obscure not only their algorithms to the competition, but also to the limiting API - especially when they see their competitors products in major game consoles, so that the techlevel is basically set there. Because - my guess - it is highly unlikely that we will soon see games making use of optional DX12 FL12_1 features, they can go forth and put it to use via their black boxes.
After all, it was Richard Huddy who proclaimed years ago that "The API has to go away".
I agree though, that Nvidia should play this game more transparently if only for their own image. But then, they are a public company and most of those are driven rather short term …
Incidentally, previous to the Vulkan fork and Microsoft releasing DX12, Mantle got the support from 8 very high-profile games during its very short ~1 year of existence 2014-2015, whereas PhysX was used in 4 games in the same time period.
While I won't defend Physx since personally, I don't like the artistical way of implementation in almost all games I've seen (exception: Cellfactor!) and would rather prefer gameplay-enhancing physics effects (which won't happen for GPU-Physx, see Cellfactor), I think that Mantle List is a bit misleading (as is the comparison with Physx in the first place).
8 of those Games are based on the same engine (Frostbite), so they basically have Mantle baked into their DNA anyway. 4 games are not yet released. So, it's the Frostbite Games, Civilization (LORE), Thief (UE3) and Sniper Elite (Asura) - which is a good score all by itself, mind you.
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