Yeah ok I can only record with phone on Mantle though.
Cheers big ears.
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Yeah ok I can only record with phone on Mantle though.
I'll get it done for later heading out for meal right now.
Battlefield 4 Ultra + Mantle Win, Win but Hot Hot GPU's haaa
I like just keeping 120fps never see the point going over the Refresh rate, but Done Recording for LtMatt.
Apart from the little stutter before I first spawned in it was superb and very smooth again.
http://www.youtube.com/watch?v=4Q4fR36ix04
Well humbug ur suggestion has worked a treat but with a lot of fiddling and messing with the settings. Finally got it working on all High settings with 2xMSAA @ 1080p and wow it runs like a dream now. Solid 60fps with vsync enabled and thats even on a shanghai 64 player full round. With these settings im seeing around 2.4GB VRAM used and if i use 4xMSAA it'll be around 2.8GB VRAM and still a good solid 60fps with an odd dip in the high 50's
I have switched back to running my 2 1080p monitors from my 7950 and now the 300/150 idle clocks are back when in Extended Desktop Mode.
I cant believe how smooth Mantle is running even in the most intense dusty parts of Shanghai.
Thanks for this awesome tip humbug. I never thought lowering the settings would actually fix my issue. Cheers man
On a side note i was getting locks ups running dual monitors until i actually went into CCC and set up the AMD Eyefinity Multi-Display. I couldnt alt-enter before this but now its running peachy.
Happy chappy now Lets hope they fix the memory leak soon. I just know Ultra is gona run well on my system now
Couple of servers I've been playing on regularly have had to keep restarting the server or after a few hours its been getting laggy last few days for some reason. Seems to be yet another one of those weird issues with the game that suddenly appears out of nowhere and probably in a few days goes away with no explanation :S
Somebody mentioned that if you install 14.2 then play the game straight after it's fine (although I had the memory leak).
Rings true as it was fine yesterday today it's FUBAR.
Mantle is awesome for the few minutes it is working but it needs a lot of work.
I'm going to play some BF bad company 2....awesome game still.
Firestorm Ultra Mantle
https://www.youtube.com/watch?v=DiLZ0eeQCBo&feature=youtu.be
While I do not have too many details otherwise, Crytek and AMD have announced that mainline CRYENGINE will support the Mantle graphics API. CRYENGINE, by Crytek, now sits alongside Frostbite, by Dice, and Nitrous, by Oxide Games, as engines which support that alternative to DirectX and OpenGL. This comes little more than a week after their announcement of native Linux support with their popular engine.
Crytek has been "evaluating" the API for quite some time now, showing interest back at the AMD Developer Summit. Since then, they have apparently made a clear decision on it. It is also not the first time that CRYENGINE has been publicly introduced to Mantle, with Chris Robert's Star Citizen, also powered by the 4th Generation CRYENGINE, having announced support for the graphics API. Of course, there is a large gap between having a licensee do legwork to include an API and having the engine developer provide you supported builds (that would be like saying UnrealEngine 3 supports the original Wii).
Hopefully we will learn more as GDC continues.
Editor's (Ryan) Take: said:As the week at GDC has gone on, AMD continues to push forward with Mantle and calls Crytek's implementation of the low level API "a huge endorsement" of the company's direction and vision for the future. Many, including myself, have considered that the pending announcement of DX12 would be a major set back for Mantle but AMD claims that is "short sited" and as more developers come into the Mantle ecosystem it is proof AMD is doing the "right thing."
Here at GDC, AMD told us they have expanded the number of beta Mantle members dramatically with plenty more applications (dozens) in waiting. Obviously this could put a lot of strain on AMD for Mantle support and maintenance but representatives assure us that the major work of building out documentation and development tools is nearly 100% behind them.
If stories like this one over at Semiaccurate are true, and that Microsoft's DirectX 12 will be nearly identical to AMD Mantle, then it makes sense that developers serious about new gaming engines can get a leg up on projects by learning Mantle today. Applying that knowledge to the DX12 API upon its release could speed up development and improve implementation efficiency. From what I am hearing from the few developers willing to even mention DX12, Mantle is much further along in its release (late beta) than DX12 is (early alpha).
AMD indeed was talking with and sharing the development of Mantle with Microsoft "every step of the way" and AMD has stated on several occasions that there were two outcomes with Mantle; it either becomes or inspires a new industry standard in game development. Even if DX12 is more or less a carbon copy of Mantle, forcing NVIDIA to implement that API style with DX12's release, AMD could potentially have the advantage of gaming performance and support between now and Microsoft's DirectX release. That could be as much as a full calendar year from reports we are getting at GDC.
Welcome back Matt - great news!
Was that using a fraps output or the direct bf4 output? I have no idea if the internal engine based tests would be more accurate or not, but they do lack timed bench options.
After seeing pgi's frame latency testing on 780 SLI @1080P i decided to hunt down the program he used and test it on Mantle at 1440P instead of 1080P. I also tried each of the three different Mantle frame pacing implementations to see if i could feel a difference. I couldn't.
2 = Extreme
1 = Standard
0 = Disabled
Frame Pacing Method 2
After seeing pgi's frame latency testing on 780 SLI @1080P i decided to hunt down the program he used and test it on Mantle at 1440P instead of 1080P. I also tried each of the three different Mantle frame pacing implementations to see if i could feel a difference. I couldn't.
2 = Extreme
1 = Standard
0 = Disabled
EDIT - REALISED I WAS RUNNING THESE TESTS IN POWER SAVING MODE. CPU @3.9GHZ LOCKED AND DRAM AT 1600MHZ.
Frame Pacing Method 2
Will have results of 5.2ghz vs 3.9ghz Mantle shortly.