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Mantle Comes To Sniper Elite 3!

Caporegime
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Rebellions Head of Programming Kevin Floyer-Lea brings us up-to-date with the story so far...

All in all, even this first pass of Mantle has delivered all that we’d hoped for:

Improved frame rate
Reduced CPU power consumption (important for laptops)
Less susceptible to frame rate spikes when other programs hit the CPU
Future scalability with higher numbers of cores
Scope for increasing scene and world complexity
Ability to increase the CPU budget for other systems like AI


The last two points are more relevant to our future games, and for now we need to see how this first pass of Mantle behaves in the wild and fix any issues that come up, before moving onto new features and improvements that would make sense to add to Sniper Elite 3. One big area that we haven't yet addressed which needs investigating is multiple GPU support - this can be a tricky area to get right.

The way DirectX11 handles multiple GPUs is “AFR” or Alternate Frame Rendering, which as the name suggests means if you have two comparably powered GPUs they simply take turns rendering frames. This is in many respects the easiest approach to take – and is a great way of making your game CPU bound! So possibly our Mantle version could show some big improvements when using this method.

However, with the independent control over the GPUs Mantle gives us, we could approach the problem very differently - for example one GPU could be rendering the basic geometry in the scene, while another handles lighting and shadows for the same frame, with the final image composited at the end. This may also provide a route for when GPUs aren't of a comparable power level – for example an integrated APU motherboard coupled with a desktop GPU. It’s the potential for completely new approaches like this which excites me the most about Mantle and the APIs which will follow it.

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Full Article
http://www.rebellion.co.uk/blog/2014/10/2/mantle-comes-to-sniper-elite-3

Personally speaking, I'd like to thank Rebellion for supporting exciting new API'S and i cannot wait to see what they can do with Mantle in the future.
 
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Matt brace yourself- "Do we need another Mantle thread for this? This should be under the existing Mantle thread" incoming...regardless of wherever the hell it is buried now :p
 
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Not a game I plan to play, but it's good to see people using Mantle and hopefully it will mean quicker DX12 adoption when that's available (due to developers having experience in such APIs).

Slightly odd selection of resolutions they've picked though. 1080p is surely the most popular and they didn't test it, instead going for 1200p. I realise 1440p/1600p and 4K aren't exactly mainstream, but they included 800*600 and 1280*800 that I can't imagine are running rampant either. Did get some good results at those resolutions though so I'm guessing that's why the chose them, make the graphs look a bit better.

It appears that as the resolution goes up the improvement decreases. From that point of view I'd be interested to see what 1440p/1600p and 4K results looked like. While they're not mainstream you have to think that things are more likely to move i nthat direction than to 800*600 and 1280*800.

Do you know if the Sniper Elite engine is used in any other games? (i.e. could we see Mantle support popping up in other 'related' games any time soon?)
 
I guess the testing methodology exacerbates what Mantle is gaining, but also surprised there is no 1440/4K but a gain is a gain I guess so well done AMD :) Better late than never :p
 
Had a good laugh at the 800x600 column, 6-12% at the higher res though depending if AA is used is a nice little boost.
 
I guess the testing methodology exacerbates what Mantle is gaining, but also surprised there is no 1440/4K but a gain is a gain I guess so well done AMD :) Better late than never :p

Why AMD for being late? Its the Devs not AMD :p

Edit
Nice to see another mantle game more the better. Not something i'll be playing anytime soon though never liked the others.
 
I could have implemented Mantle 3 times over in the time it took Rebellion.

Why AMD for being late? Its the Devs not AMD :p

Edit
Nice to see another mantle game more the better. Not something i'll be playing anytime soon though never liked the others.

But AMD said it was uber easy and takes like zero time. (I think the blame's on Rebellion realistically)

My blind cat has implemented it into the UE3 engine.
 
Oh guys i almost forgot. There is one new cool feature that Rebellion have added when they added Mantle support, a benchmark. A Mantle benchmark, the first second game to feature a benchmark utility and support Mantle.

I've asked our resident benchmark thread expert to take care of this, our Kaaps. So start preparing your gpus folks, i imagine his thread will pop up any second now. :cool:
 
I could have implemented Mantle 3 times over in the time it took Rebellion.



But AMD said it was uber easy and takes like zero time. (I think the blame's on Rebellion realistically)

My blind cat has implemented it into the UE3 engine.

Its getting it added to Engine first that I believe takes more time. After Mantle is added to Engine up-coming games can easy run from it. Like How PVZ had it on day one because it was already in engine.
 
Slightly odd selection of resolutions they've picked though. 1080p is surely the most popular and they didn't test it, instead going for 1200p. I realise 1440p/1600p and 4K aren't exactly mainstream, but they included 800*600 and 1280*800 that I can't imagine are running rampant either. Did get some good results at those resolutions though so I'm guessing that's why the chose them, make the graphs look a bit better.

It appears that as the resolution goes up the improvement decreases. From that point of view I'd be interested to see what 1440p/1600p and 4K results looked like. While they're not mainstream you have to think that things are more likely to move i nthat direction than to 800*600 and 1280*800.

Here you go GM. :)

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I could have implemented Mantle 3 times over in the time it took Rebellion.



But AMD said it was uber easy and takes like zero time. (I think the blame's on Rebellion realistically)

My blind cat has implemented it into the UE3 engine.

But once you've added it once doing it twice more is easy, you could just copy the first time's code! :)

Its getting it added to Engine first that I believe takes more time. After Mantle is added to Engine up-coming games can easy run from it. Like How PVZ had it on day one because it was already in engine.

I thought they said implementing it into the engine was quick. In that it took 2 people 1 month to add it into BF4. Not that it took 2 people 1 month to implement it after it had been added into the engine.
Not sure how long it took how many people to actually get it working properly once it had been implemented. Maybe they'll tell us when they've managed it.

Here you go GM. :)

...irrelevant graphs...

Not seeing how that shows the increase due to Mantle?
If the 290X was getting 36.5 fps with DX11 and 37 fps with Mantle you can imagine why it wasn't on the original graphs.
 
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But once you've added it once doing it twice more is easy, you could just copy the first time's code! :)



I thought they said implementing it into the engine was quick. In that it took 2 people 1 month to add it into BF4. Not that it took 2 people 1 month to implement it after it had been added into the engine.
Not sure how long it took how many people to actually get it working properly once it had been implemented. Maybe they'll tell us when they've managed it.

I might be wrong, but why Would Thief and this take about same time to release mantle? either it is very fast to add but the Devs do a lot of testing to make sure its running good before release.

In saying this, didnt a Dev add mantle to Thief in couple weeks all by himself? sure the a video on it.

My guess then is all time is done on testing. No one would want a game breaking bug now would we :D
 
I might be wrong, but why Would Thief and this take about same time to release mantle? either it is very fast to add but the Devs do a lot of testing to make sure its running good before release.

In saying this, didnt a Dev add mantle to Thief in couple weeks all by himself? sure the a video on it.

My guess then is all time is done on testing. No one would want a game breaking bug now would we :D

In the software industry these are called "features" and when spoken is usually accompanied with air quotes :)


AMD charts Matt?

I'd love it if they were, they're running Intel CPUs :)
Would be funny if even AMD didn't use AMD CPUs!
 
Another game that was going to have mantle support finally gets it. Well done AMD and Rebellion, all we need know is for these things not to take an extra 3 months after the games have been released.
Didn't AMD say that Mantle was easy to implement, requiring only x amount of man hours or something during one of the presentations?

I suppose it gives those who have the game a reason to go back and play it again.
 
What is the point of showing these benchmark comparisons with beastly CPUs? The area where mantle shows a massive improvement is when you have a high end GPU and a low/mid end CPU.....

I really should do a benchmark comparison at some point to show just much better BF 4 runs with mantle compared to DX on my rig, difference when in game is literally night and day, DX is just simply unplayable.

edit:

Just seen that matt has edited his OP.
 
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