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So Prime1 how do you explain most of Batman's AA code coming from some MS documentation of which there was some AMD tweaks in it but for some reason it can't run on AMD cards?
You simply dont have the facts.
Implementing MSAA support in a deferred renderer is not trivial to do. If NVIDIA hadn't done the work, the game would have *no AA*.
It was reasonable not to want their free work to benefit the competition who invested nothing in improving the game.
The same is true of these Gameworks features. They would not exist if NVIDIA didn't invest money to research and develop them. So it's not a question of whether you'd prefer open or closed.... It's a question of if you'd prefer closed or nothing.
Devs can still spend the time and resources to develop them themselves from scratch... No one is stopping them if it's so easy to do and evil of NVIDIA.
If invidia cant play nice, stop buying nvidia cards. Its just that simple.
Who am I going to buy from? They all do this.
NVIDIA just has better support for games, so they get my money.
That seems like a fairly bog-standard proprietary license restriction. In many cases, working with proprietary libraries and middleware is a truly "black box" setup, so NVIDIA at least allowing a licensee to peer into the code makes it a somewhat better situation. I'd be curious to know what those "certain licensing circumstances" are, though."According to Nvidia, developers can, under certain licensing circumstances, gain access to (and optimize) the GameWorks code, but cannot share that code with AMD for optimization purposes."
No, I'd argue that Mantle and Direct3D are quite comparable. They're both proprietary graphics APIs. Mantle and PhysX are comparable for different sets of reasons, but Mantle and D3D are actually pretty similar things, conceptually speaking.Mantle and dx are in not the same and cannot be compared. A closer comparison would be mantle and physx.
They have no ability to do so. This is just shader code and thin sets of middleware built atop DX.Nvidia is trying to take a standard, dx11, and turn it into a closed standard.