Well worth a read. 
Why GameWorks worries me
Are gamers best served by bifurcated markets?
Full Article
http://www.extremetech.com/gaming/1...counters-with-mantle-integration-in-cryengine

At the end of the day, GameWorks libraries are still proprietary Nvidia implementations of DirectX 11 functions. We can assume that those libraries will always maintain basic compatibility with Intel and AMD hardware — but Nvidia will never go out of its way to make GameWorks libraries perform well on competitive hardware. With those libraries baked into Unreal Engine 4 by default, that means the burden is now on AMD and Intel to either provide and fund the creation of third-party replacements or accept whatever level of performance Nvidia allows.
It’s worth nothing, however, that AMD isn’t exactly the flawless white knight in this situation. While Mantle offers developers more freedom, many readers have argued that the API either is or soon will be open source. It isn’t, as confirmed by Robert Hallock of AMD last fall. While AMD has discussed offering an SDK at some point in the future, an open media SDK and code samples do not make the API open source.
AMD has announced no plans to open source Mantle at this time. Until it does, claims that Nvidia could implement Mantle are spurious — even if Nvidia wanted to use Mantle, it can’t implement the standard without permission from AMD.
Why GameWorks worries me
Many readers have raised the question of why I see GameWorks differently than Mantle, given that both are proprietary implementations of either an API or of key facets of an API. Developer freedom to collaborate with every IHV (independent hardware maker) is only part of it. The reason I’m cautious on this front is because we’ve seen what happens when a vendor — any vendor — has too much sway over a supposedly neutral standard. This is one area where Nvidia’s decision to target Direct3D as opposed to its own proprietary API is actually quite smart. If Mantle was hypothetically compatible with Nvidia cards but ran terribly on them, NV users would either blame AMD for sabotaging the standard or conclude that Mantle offered no performance advantages for non-GCN cards.
But if users fire up Daylight, Fable Legends, and Fortnite — each made by a different studio, but all based on the Unreal 4 engine — and see AMD and Intel lagging Nvidia in what they identify as three different games, each utilizing the supposedly-neutral DirectX API? At that point, the user is far more likely to conclude that the problem lies with AMD and Intel’s graphics hardware or their miserable driver teams. We’ve seen precisely this kind of manipulation play out in the past, thanks to the Intel compiler’s “cripple AMD” function.
Are gamers best served by bifurcated markets?
I don’t normally link ten year old articles to reinforce a point, but I think it’s worth noting that I’ve never been convinced that vendor-centric optimizations are a great thing for the gaming market as a whole. When Doom 3 and Half Life 2 launched, with Doom 3 running better on NV hardware and HL2 far superior on ATI, I raised many of the same concerns I’ve expressed over GameWorks. I see Mantle as more akin to PhysX, in that it’s a special operating mode offered by just one vendor, but were AMD to try and lock people into the standard, I’d have exactly the same problem.
Ultimately, what I care about most is that gamers — all of them — are able to enjoy the games they purchase on hardware that should be capable of running the game. By entrenching itself at the heart of one of the most popular engines on Earth, Nvidia has a great opportunity to create novel gaming experiences — but it’s going to come under a great deal of scrutiny. If the GameWorks libraries are principally tapped to offer effects like TSAA or PhysX support, that’s one thing. If they’re used to create an unfair performance advantage, that’s something else entirely. It’ll be up to Nvidia which way that situation plays out.
Full Article
http://www.extremetech.com/gaming/1...counters-with-mantle-integration-in-cryengine
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