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AMD Radeon R9 290X with Hawaii GPU pictured, has 512-bit 4GB Memory

9x the draw calls, he says 2018 power today.
low level api to program and it seems you will gain with the GCN tech 7900 series a lot with it to BF4 in december.
that is huge

Yeah, it's not 2018 power today, but you'd need 2018 hardware(with the way it's scaling and with the way DX handles stuff like that) to have that amount of calls.

This is one of the things that has been required to put PC's on par with consoles in terms of API, low level access and not being utterly ruined by MS's DX api.

Most dev's will tell you there are significant problems with DX.

As for if we'll hear about it again, considering Dice are clearly going to release an update to use it... I think we'll hear about it by December. The realllllly interesting thing will be, benchmarking Bf4 in dx11 vs Mantle.... that could either be meh or OMGAWESOME!!!

If AMD can make a lower level access API, make it amd/dev updated/optimised, and stick it on any OS.... boom, that would be a game changer. More importantly, get a huge game on board basically when it becomes available, have all AAA titles on consoles Gaming Evolved already who should all be willing to do the same thing for their PC versions.
 
Isn't Mantle returning to the early days of 3D cards? I recall 3DFX and PowerVR both having proprietory API's. You would look for games which used them and were more optimised for your card.

So... AMD are finally copying Aureal A3D and proprietory 3D API's from 10 to 15 years ago.

That's what I thought too... maybe we'll have Glide revived by nVidia :p
 
IMO Mantle API will just be a crutch for poor programmers - the biggest advantage seems to be the ability to make drawcalls less of a bottleneck but drawcalls are rarely an issue for a skilled programmer theres just so many approaches to work around the limitation via methods like texture atlasing, tris batching and so on.

No, that is one thing they said, the biggest advantage is LOW LEVEL ACCESS to the hardware...
 
Isn't Mantlereturning to the early days of 3D cards? I recall 3DFX and PowerVR both having proprietory API's. You would look for games which used them and were more optimised for your card.

So... AMD are finally copying Aureal A3D and proprietory 3D API's from 10 to 15 years ago.

I don't see that as a bad things per se - Aureal 3D sound would have been revolutionary if it had been pushed to its potential - having geometry affect sound half decently can really make an environment more immersive not to mention the potential with proper binaural reproduction.

Likewise with some closer to the metal APIs they can potentially really push the potential my problem here is that ATI/AMD doesn't exactly have a great track record of supporting these things - 99% of the time its been a great soundbite at a presentation like this then almost never heard of again.
 
Nvidia are laughing all the way to the bank. If they had a Titan killer or even something to match Titan they would have shown it. 15% improvement on the 7970 Ghz is pathetic.
 
I wouldn't say it was boring, anything but, they have some nice technology lined up. But what is the point of a technology event that is live streamed, even one that was delayed an hour because of the live stream, if your not going to actually tell the live stream viewers anything about the new card.
Obviously the tech people on site will get more info once the NDA is up as suggested by Anandtech's live blog.

Looks like we're finally done, the rest of the day is under NDA. We'll share more info as soon as we can!
 
Which just makes it even more incomprehensible that they didn't tell us anything tonight.

It's disappointing we got next to nothing about the new architecture or performance, but that info will be available within days no doubt. The tech sites probably have a load of stuff from today that they're not allowed to talk about yet.
 
Nvidia are laughing all the way to the bank. If they had a Titan killer or even something to match Titan they would have shown it. 15% improvement on the 7970 Ghz is pathetic.

While I don't think it will kill a TITAN I think there's a little more to it than what we've seen tonight.
 
Yeah, it's not 2018 power today, but you'd need 2018 hardware(with the way it's scaling and with the way DX handles stuff like that) to have that amount of calls.

This is one of the things that has been required to put PC's on par with consoles in terms of API, low level access and not being utterly ruined by MS's DX api.

Most dev's will tell you there are significant problems with DX.

As for if we'll hear about it again, considering Dice are clearly going to release an update to use it... I think we'll hear about it by December. The realllllly interesting thing will be, benchmarking Bf4 in dx11 vs Mantle.... that could either be meh or OMGAWESOME!!!

If AMD can make a lower level access API, make it amd/dev updated/optimised, and stick it on any OS.... boom, that would be a game changer. More importantly, get a huge game on board basically when it becomes available, have all AAA titles on consoles Gaming Evolved already who should all be willing to do the same thing for their PC versions.

yea console games, ported to PC with mantle running, you will have maybe 2x performance boost vs DX on PC which makes 4k gaming feasible....
that would unlock a ton of performance with the new 290x and the current 7970, argh upgrade became even harder now.
 
Damnit I had company and missed it, is it available as a download anywhere?? :)

My advice,

Search for the highlights and all will be revealed in a single page.

Probably being harsh but lots of chat on sound developments and nothing about performance (except for the 290X hitting 8K in firestrike performance bench).

You did well getting that 7990 and a good shout :)
 
No, that is one thing they said, the biggest advantage is LOW LEVEL ACCESS to the hardware...

To make good use of low level access generally requires a higher than average degree of skill and people with that level of skill usually can come up with creative ways to make the most of and/or work around the limitations of abstract layers APIs. By and large the most used feature will be the ability to lazily get viable performance without having to optimise around drawcall limitations.
 
IMO Mantle API will just be a crutch for poor programmers - the biggest advantage seems to be the ability to make drawcalls less of a bottleneck but drawcalls are rarely an issue for a skilled programmer theres just so many approaches to work around the limitation via methods like texture atlasing, tris batching and so on.

If you could get a big performance increase out of a GPU using this it may not make much difference in the real world.

If you make a GPU work harder, it produces more heat which in turn means lower clock speeds. End result could be no gain.
 
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