2, the game developers aren't going to push the limits if there isn't hardware that can run it.
Agreed, there are plenty of already available games, and upcoming games that put even an r9 290x to it's knees.
God, so stocked for Star Citizen!!!
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2, the game developers aren't going to push the limits if there isn't hardware that can run it.
Mr. Bennett, are you saying that mantle will help midrange budget minded builders squeeze more performance out of their hardware?
YOu are missing the point.Sigh...All this GPU talk.
Does Mantel make a difference?
Yes! There is no debate about this but where the difference is made seems to be at the CPU (not GPU).
AMD is now promoting mantle but why not go back to building a video card to suit the API? Wouldn't that in effect make DX or OpenGL a low level API? Before someone says it; Yes, I'm sure a proprietary video card design with a proprietary API is going to perform better. But it would only be so for the design goals (eg, PhysX, TressFX, etc), .
At least Glide was a subset of OpenGL. Mantle seems to be a whole different kettle of fish.
Maybe someone has already asked this, but I was curious if there was a difference in power consumption when the same game is played at the same settings with Mantle vs. D3D
Agreed, there are plenty of already available games, and upcoming games that put even an r9 290x to it's knees.
The only way any game right now (besides Crysis 3) is putting an R9 to its knees is if you crank the resolution to something stupid high. Which I mean, you can do with any card. Take any game, crank resolution until framerate sucks.
Meanwhile, I'm waiting for games that actually use that hardware to make better in game assets and richer art direction. Not just enable me to have a high native res.
YOu are missing the point.
AMD is a CPU and GPU company. They've figured out two things:
1- They can't beat intel at CPUs
2- They are having a really hard time beating Nvidia at GPUs (not to say they're losing, but a least via steam surveys, they are always trailing).
THese have been true for a few years now. BUT, one thing has changed recently:
3- AMD is about to get a TON of experience making CPUs and GPUs for consoles.
I suspect Mantle is not meant for PCs in the long run. Instead, PCs will be a testbed for an API they are designing for the next generation of consoles. There, the CPU plays a different role, and Mantle will likely play to the limitations inherent to a console. A leaner, more bare-metal API that is cross compatible for PCs and consoles. What theya re doing is locking down this AND the next generation of consoles while locking down the API they use to keep Nvidia out.
We're past the knee of the benefit curve in either respect. Personally, I think quantization limits are more harmful than, say, polygon limits. We aren't, for the most part, delivering enough pixels-per-inch to make a lot of fundamental quantization problems a non-issue.Meanwhile, I'm waiting for games that actually use that hardware to make better in game assets and richer art direction. Not just enable me to have a high native res.
We're past the knee of the benefit curve in either respect. Personally, I think quantization limits are more harmful than, say, polygon limits. We aren't, for the most part, delivering enough pixels-per-inch to make a lot of fundamental quantization problems a non-issue.
I'd rather drive a normal-sized 4K display with really good anti-aliasing (something with temporal filtering) at consistently high frame rates than have more polygons per character or more elaborate shader effects.
I suspect Mantle is not meant for PCs in the long run. Instead, PCs will be a testbed for an API they are designing for the next generation of consoles. There, the CPU plays a different role, and Mantle will likely play to the limitations inherent to a console. A leaner, more bare-metal API that is cross compatible for PCs and consoles. What theya re doing is locking down this AND the next generation of consoles while locking down the API they use to keep Nvidia out.
YOu are missing the point.
AMD is a CPU and GPU company. They've figured out two things:
1- They can't beat intel at CPUs
2- They are having a really hard time beating Nvidia at GPUs (not to say they're losing, but a least via steam surveys, they are always trailing).
THese have been true for a few years now. BUT, one thing has changed recently:
3- AMD is about to get a TON of experience making CPUs and GPUs for consoles.
I suspect Mantle is not meant for PCs in the long run. Instead, PCs will be a testbed for an API they are designing for the next generation of consoles. There, the CPU plays a different role, and Mantle will likely play to the limitations inherent to a console. A leaner, more bare-metal API that is cross compatible for PCs and consoles. What theya re doing is locking down this AND the next generation of consoles while locking down the API they use to keep Nvidia out.
Mantle
-Fix for a crash that would occur when activating full screen in portrait mode
-Fix for stuttering that could appear during video sequences on multi-GPU PCs
-Fix for a memory system leak that could cause stalls, which would result in frames taking longer to process
-Reduced the amount of stalls that occurred when running with high graphics setting that require more GPU memory than is currently available
-Fixed screenshots on multi-GPU PCs
Kyle
Has Mantle BF4 gotten stable with DICE's latest patch. Are those random frame time spikes solved now. Also have AMD/DICE brought CF support for BF4 Mantle. If yes are you planning on reviewing it. If no has AMD / DICE hinted at upcoming CF support for BF4 Mantle.