I know these are the [H]ardforums; but sometimes the narrow focus on the high end is a bit perplexing.
I suppose, but there exists only one system upon which to test it on.
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I know these are the [H]ardforums; but sometimes the narrow focus on the high end is a bit perplexing.
I think AMD will pull a physx, Claiming other vendors are free to use and them blaming them for not supporting it.
There are very few driver releases that have legitimately given across the board 10%+ performance increases. Usually those performance claims are for specific configurations/scenarios and not applicable to everyone. It looks like Mantle offers at least 10% for almost everyone and much higher gains than that in specific scenarios. I think that's a better improvement than you are giving them credit for.10% is the kind of per-app performance gain I would expect from a merely ample driver release. It's not all that uncommon to see per-app improvements twice as great from 'simple' driver optimizations.
Nvidia's "fee requirement" to allow Physix support was that AMD had to open up and allow access to their proprietary Catalyst drivers. No competitive company in their right mind would do that. Another one of those NV misdirects.
Mantle is painted in a better light when tested in its intended situations, on weak CPUs (preferably that latest APU) with these supported GPUs. I guess this is a way to say it gives a tiny bit of a boost on hardcore equipment..?
AFAIK that's not true, but even if it was, why would AMD do differently?
I'm not sure you meant to say "not applicable to anyone" here. If you did, then I'd obviously have to take some issue with that claim.There are very few driver releases that have legitimately given across the board 10%+ performance increases. Usually those performance claims are for specific configurations/scenarios and not applicable to anyone.
Yes its true...don't confuse AMD's open philosophy with Nvidia's we keep it proprietary and why should we give it away for free mentality. They both want to make money but the two go about it differently that's all.
what amd's open philosophy?
Sorry, I meant "everyone" not anyone.I'm not sure you meant to say "not applicable to anyone" here. If you did, then I'd obviously have to take some issue with that claim.
I'm not disclaiming that Mantle delivers greater benefits for other configurations. I'm just pointing out that performance improvements of that relatively small magnitude aren't uncommon in driver optimizations.
Considering Mantle is Windows-only at this time, they have no compelling reason to compete.
Generally speaking, Mantle provides a less frictional path to getting data to the GPU rather than moving tasks that are typically done on the CPU to the GPU. Graphics APIs could be thought of as being pure overhead, which Mantle simply attempts to lessen by providing more direct paths through fewer abstractions.So it doesn't help as much, when the CPU is powerful. It would appear that it might be said to "offload some processing from the CPU to the GPU" (as a general statement). If that is partially or wholly true, wouldn't it hurt the max possible performance of the GPU?
So it is an API which puts it in direct competition with the established APIsAt the simplest level, Mantle is an Application Programming Interface (API), or a language that game developers can use to write code that creates the beautiful graphics on your screen.
I'm going out on a limb here and say this suggest closely tied to the AMD's GPU architecture.In its current iteration, the Mantle API uniquely leverages the hardware in the Graphics Core Next architecture (GCN) of modern AMD Radeon™ GPUs for peak performance.
Confirms its an API but I smell something and it isn't apple pie. It could high, low medium, or the left. An API is just that. It still translates and so there is the Context switch CPU cost and the Run time CPU cost. That's all explain in "Andrew S. Tanenbaum: Modern Operating Systems", a core text for any Programmers degree.More broadly, Mantle is functionally similar to DirectX® and OpenGL, but Mantle is different in that it was purpose-built as a lower level API.
Alarms should be going off here if anyone thinks its not proprietary/tailored to their own hardware yet.By "lower level," it’s meant that the language of Mantle more closely matches the way modern graphics architectures (like AMD’s own GCN) are designed to execute code.
This I can whole heatedly agree with.The primary benefit of a lower level API is a reduction in software bottlenecks, such as the time a GPU and CPU must spend translating/understanding/reorganizing code on-the-fly before it can be executed and presented to the user as graphics.
"high level API" = broader compatibility (NV?)Mantle comes in contrast to the "high level API," which offers broader compatibility with multiple GPU architectures, but does so at the expense of lower performance and efficiency.
There no reason Nvidia could not create its own driver to execute the exact same commands on its own architecture through whatever means it wishes.
Hahah, wow. The entire reason 3dfx became dominant in the 90s was that you could link multiple Voodoo cards together in SLI.what a poor comparison.
glide didn't have to deal with multicore cpu, multiple threads and multiple gpu.
Hahah, wow. The entire reason 3dfx became dominant in the 90s was that you could link multiple Voodoo cards together in SLI.
Not really.
They were dominant because the first Voodoo product was years ahead of its competitors.
But once nvidia came into light
The TNT2 released in 1999, the Voodoo2 released in 1998. It wasn't that big of a gap. While the original Voodoo cards were years ahead of the competition, competitors started to catch up quickly. One of the biggest advantages to the Voodoo2 was that in SLI you could run resolutions that were otherwise unavailable. So it was a pretty big selling point of the card. There wasn't much that could touch the Voodoo2 cards at their time. But this is getting off topic now...And Nvidia didn't really offer a competitive product until the TNT2, which was years after the original Voodoo card (and after Voodoo2 as well). Hence my original post.
One of the biggest advantages to the Voodoo2 was that in SLI you could run resolutions that were otherwise unavailable.
"high level API" = broader compatibility (NV?)
Mantle = AMD GCN
What happens when there is a architecture change?
From what I have read on Mantle, it's agnostic enough at the hardware level that even if AMD shifts architectures, it should still be possible to write Mantle drivers for compatibility.I get the feeling AMD will be running with GCN derivatives for awhile. I mean, GPU's have kind of hit a wall. 'err, the way we use them has, at least. It's true, they are so fast and so advanced now, the single core minded DirectX with it's restrictive communication is holding things back. and CPUs really have been begging for better multi-core use, from top to bottom. It makes a lot more sense to look at ways to use GPUs efficiently and more completely, rather than cranking out the next $500 chip. And look at ways to make CPUs and GPU talk to eachother better.
Thanks to the next gen console releases, we will finally start seeing games actually take advantage of the current architectures. AMD sees an opportunity to really leverage the situation and get some of that lower level, tighter focus onto PC. it makes a lot of sense. If they stick with GCN for a couple more years, it's pretty feasible that most AMD users will have some type of GCN chip in their computers. and at some point, MS/Windows/and PC gaming in general is going to say DirectX 11 only. That's a much narrower spread than 10 years of graphics cards to support. and if nearly everything has the same base architecture, it will be that much easier to predict performance and make an engine scale well to the hardware. AMD and Nvidia have both essentially been on the same architecture (unique of course to their own brand) already for three refresh cycles.
Another eventual goal for Mantle is once it's basically full worked out, the idea of having to get new drivers for each game should disappear. One of the longer term goals for Mantle is to shift GPU<->Engine optimization over to the devs themselves. Rather than the devs having to send requests to Nvidia/AMD driver teams and then hoping for the best in drivers that eventually come out months later.
The Riva 128 was actually quite competitive, as was the TNT. The TNT2 was just a massive breakthrough for them.And Nvidia didn't really offer a competitive product until the TNT2
From what I have read on Mantle, it's agnostic enough at the hardware level that even if AMD shifts architectures, it should still be possible to write Mantle drivers for compatibility.
I think the wall right now with GPUs is just their sheer size and the limitations of the process node they are on. They need to get down to 20nm before we are going to see any improvements. NVIDIA's GK110 is 7.1 billion transistors. AMD's Hawaii is over 6 billion. For comparison, Intel's 6-core 4960X processor is 1.8 billion. GPU's are complex and they aren't going to be able to keep the heat output reasonable until there is a die-shrink.
From what I have read on Mantle, it's agnostic enough at the hardware level that even if AMD shifts architectures, it should still be possible to write Mantle drivers for compatibility.
I think the wall right now with GPUs is just their sheer size and the limitations of the process node they are on. They need to get down to 20nm before we are going to see any improvements. NVIDIA's GK110 is 7.1 billion transistors. AMD's Hawaii is over 6 billion. For comparison, Intel's 6-core 4960X processor is 1.8 billion. GPU's are complex and they aren't going to be able to keep the heat output reasonable until there is a die-shrink.
I don't disagree that Mantle is a vast improvement on the software side at least in theory (very few have seen the SDK so I'll take DICE's word on it) but there is still a lot of room left on the GPU side to innovate, even if it's just brute force processing power. Intel is working on 14nm CPUs, and we still have 28nm GPUs. The next die shrink should be interesting. If we can combine that with a leaner, cleaner API as well then fantastic!Yeah I mean, I'm sure there are ways to make a better GPU.
But AMD is saying there are better ways to use existing GPUs and CPUs. Our games could run better on the same hardware or we could build better looking games and play them well, now. Not wait for the next $500 card to brute force it's way through archaic ways of doing things. Consoles have shown some of what is possible. I mean, Metro Last Light just came up free on PSN+ for PS3. I cannot believe how good that game looks on PS3. Ignoring the resolution delta, it looks remarkably similar to "high" on PC.
**ooh here we go, Metro Last Light PS3 VS. PC at what is said to be "max" settings:
https://www.youtube.com/watch?v=q08SWib1rus
I don't disagree that Mantle is a vast improvement on the software side at least in theory (very few have seen the SDK so I'll take DICE's word on it) but there is still a lot of room left on the GPU side to innovate, even if it's just brute force processing power. Intel is working on 14nm CPUs, and we still have 28nm GPUs. The next die shrink should be interesting. If we can combine that with a leaner, cleaner API as well then fantastic!
I also think you are discounting how huge of a resolution difference exists between the PS3 and a modern computer. Modern console games are not written as close to the metal as you might think. Yes, they do have a more efficient API that cuts overhead. But the PS3 runs Metro last light at 1152x640 (sub 720p) which is 737,280 pixels. I game on my computer at 2560x1440 which is 3,686,400 pixels. That's literally a 5x increase in resolution, and I can play at higher settings to boot. At 720p, pretty much any discrete GPU >$100 can run MetroLL @ High.
So getting to the point I'm surrounding: We don't need the next GPU.
... But the games are not really living up to the hardware. and neither is the performance.