cybereality
[H]F Junkie
- Joined
- Mar 22, 2008
- Messages
- 8,789
Mantle basically became Vulkan. The core of Vulkan was donated by AMD to Khronos, and they used the base of Mantle and standardized it into the Vulkan API.
I think the reason BF4 was so well optimized is that AMD and DICE worked together to create Mantle, so both the game developers and the driver developers were tuning the code for optimal performance.
Vulkan has a lot of potential, but most developers haven't been able to tap into it. If you look at DOOM (2016), you see a result that is as impressive as BF4 was. But lots of games are based on older APIs (like DX11) and don't have the architecture for the low level Vulkan/DX12.
I think the reason BF4 was so well optimized is that AMD and DICE worked together to create Mantle, so both the game developers and the driver developers were tuning the code for optimal performance.
Vulkan has a lot of potential, but most developers haven't been able to tap into it. If you look at DOOM (2016), you see a result that is as impressive as BF4 was. But lots of games are based on older APIs (like DX11) and don't have the architecture for the low level Vulkan/DX12.