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Mantle Feedback/Bugs

I get freezing both with Mantle and Dx, and Dx freeze has an error "DirectX function "GetDeviceRemovedReason' failed with DXGI_ERROR_DEVICE_HUNG ("The application's device failed due to badly formed commands sent by the application. This is a design-time issue that should be Investigated and fixed.")." Any fix for that? I want to use 14.1 but both Dx and Mantle is broken with this driver, I did DDU and re-install many times, it works fine as long as I don't shutdown, after a fresh boot something gets corrupted or something.

What card do you have?
Are you overclocking your card?
even if not, try to lower the frequency a little bit and test.
 
i rolled back to 13.12 because of this. 14.1 drivers would work fine for a day but next day constant crashes and poor frame rate if the map did actually load.

EDIT
i also done a fresh reinstall of the drivers which fixed it but had the same issue the next day

Exactly my problem worked great then had same simptons as you :( im on 8350 and saph 290x under water
 
I noticed that If you had 14.1 drivers and bf4 set to mantle but did not put back to dx and went back to 13.12 drivers you would have to change the setting in bf4 profile for mantle back to 0 I did this and my fps are better now
 
http://www.pcper.com/reviews/Genera...uer?utm_source=twitterfeed&utm_medium=twitter

Some interesting questions put forward in this piece, including some info on shader translations

I could be wrong but the answer to one of the questions sounds like we won't be seeing an APU with dedicated GPU card gaming setup using mantle were the physics functions etc are being handed off to the APU's iGPU while the dGPU handles the rendering of the game itself. :(

i'm refering to this point:
Q: How will Mantle tie in with HSA features? For instance, can both halves of an APU collaborate while discrete GPUs are busy drawing? For example, during AI update code which blends serial (logic) and parallel (pathfinding and visibility) tasks?

[Guennadi] This is something we'll need to evaluate in the future. Right now HSA and Mantle try to solve different sets of problems, but there is certainly room for overlap at some point.
 
Doesn't look like kaveri is strong enough even with mantle to overcome the raw FP horsepower advantage other processors have, and as I posted above if they can't have both parts of the APU being used to process code while a dedicated GPU is dealing with rending a game then it's not going to make up that difference.
 
Early tests I like it a lot, when it works its definitely much better feels smoother and that.

Once they fix the stutter we know for sure how much gain they is to be had. The stutter drops the frame rate really bad.
I believe its because the api over uses the available vram.
 
Once you accept the fact that this is all still beta and early days, pretty impressed so far and excited to see where it goes from here. Though I think going forwards I'm more interested to see what new thing they can do with it per frame, rather than just the same old at more frames.
 
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