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AMD's Revolutionary Mantle Graphics API Adopted by Industry Leading Game Developers Cloud Imperium,

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O but your special and we should listen to you over a developer? Lol
I'll take the devs word before anything you say. How do you see into the future? How do you know mantle won't crush dx12?
It make me laugh when you see people count the games, didn't you used to say only one game? Now it's four games. Lol
Keep counting mate because it's only going to grow.

How will mantle crush DX when its AMD only?
Mantle would have to cover all venders to have a hope of doing so and in becoming so general would lose some of its efficiency
But i am looking forward to what mantle 2 will bring and i do think its been a postive step

Mantle enables us to share many rendering code for Xbox One and PS4
Silly question,, I didn't think mantle was used on Xbox?
 
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LOL.
 
How will mantle crush DX when its AMD only?
Mantle would have to cover all venders to have a hope of doing so and in becoming so general would lose some of its efficiency
But i am looking forward to what mantle 2 will bring and i do think its been a postive step


Silly question,, I didn't think mantle was used on Xbox?

Mantle is part of the GCN both PS4 and Xone are built on. So the code used there is very much what we see on the PC version when running Mantle. This was shown a while back.
 
I already explained it in the first reply. Mantle isn't "part of GCN", nor is it on consoles. It's just easier to port between PC and console because the shading language code can be re-used.
 
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I already explained it in the first reply. Mantle isn't "part of GCN", nor is it on consoles. It's just easier to port between PC and console because the shading language code can be re-used.

Thanks Orangey i didnt think either console used mantle but i do forget sometimes
 
I don't think Mantle can ever succeed in making an AMD GPU more attractive than an Nvidia GPU. I don't personally see PhysX as a big reason to go green either so it works both ways.

However Mantle was surely only ever really about making AMD compete with the mighty Intel. So if DX12 ultimately achieves a similar outcome in removing bottlenecks from a cheap 4-8 core CPU/APU then actually Mantle has done its job really in setting an agenda that suits AMD.
 
I don't think Mantle can ever succeed in making an AMD GPU more attractive than an Nvidia GPU. I don't personally see PhysX as a big reason to go green either so it works both ways.

However Mantle was surely only ever really about making AMD compete with the mighty Intel. So if DX12 ultimately achieves a similar outcome in removing bottlenecks from a cheap 4-8 core CPU/APU then actually Mantle has done its job really in setting an agenda that suits AMD.

But AMD cpu apart. I notice massive gains on my system with Intel i7

So its not just for AMD CPU at all.

The Bottleneck isn't the CPU's in the API DX11 is the bottleneck.
 
Another thumbs up for Mantle. quite a few devs clearly like it, its all good, it keeps the development going, by the looks of it beyond DX12.
 
Mantle works well for me on BF4 with a 4.8Ghz 4770k. With DX11 I get occasional drops at times it should not really drop. With Mantle I get a constant 60fps @ 1440p with a 290...
 
Its really not surprising Mantle "Shares Many Rendering Codes With PS4/Xbox One" as they basically run the same GPU's we do.

In the same way a developer can code for the PS4/Xbox One/PC in any API it should be fairley easy to port that work between platforms as it all runs on the same architecture. (GCN)

What is good and works on the Xbox One, should work on AMD based PC's. And vice versa
 
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Isn't XBOX ONE getting DX12?

The thing is, this developer said they will also use DX12, so the question is, will the build the game for the lowest common denominator API or will they code different bits for each each of the features that each API offers (AMD's Huddy admitted DX12 has some things in it Mantle does have that they want to put in Mantle 2 and this developer suggests Mantle has stuff DX12 doesn't).
If they're not going to add extra effects to make use of the unique abilities of each API then we'll only get what is common to all the APIs.
If the extra features just mean a performance increase we might get that, depending on how much effort it is and how much reward it gives.

The other option is to make games that just use Mantle and fully use the API without worrying what DX12 or whatever can't do. Assuming you're not interested in selling games to Nvidia, Intel or older AMD users then this approach seems fine.
The same could be done with DX12 where they only use DX12 and use it as fully as they can (or need to) without worrying if Mantle/OpenGL can do it too.
Valve will probably do the same with OpenGL, so their games will run on their SteamOS.
 
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O but your special and we should listen to you over a developer? Lol
I'll take the devs word before anything you say. How do you see into the future? How do you know mantle won't crush dx12?
It make me laugh when you see people count the games, didn't you used to say only one game? Now it's four games. Lol
Keep counting mate because it's only going to grow.

Until they start putting out code examples for anyone to get familiar with, beta sdk maybe even, enthusiast (programmer) momentum, etc. its not even going to touch DX12 let alone crush it. They need as of like 6 months ago to have got enthusiast programmers, smaller companies, etc. pouring over it, breaking the **** out of it and using that feedback to improve and build on the product and push it into widespread use. The way they are going about it is very traditional AMD (except for a rarity it hasn't {yet} faded into obscurity and been forgotten 6 months after being announced) and the very wrong may to make it the API of choice for the future.
 
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