** No hotlinking images, thank you **
http://images.anandtech.com/graphs/graph8460/67600.png
http://www.anandtech.com/show/8460/amd-radeon-r9-285-review/6
A really interesting part of the Anandtech R9 285 review discussing the effects Mantle (and potentially other low level APIs such as D3D12) will have when it comes to supporting newer hardware, especially in titles that have already been launched.
The fact that AMD's excuse for this is basically "this will only happen in these two titles because they're the only mantle titles out before Tonga" doesn't inspire much confidence considering that the landscape will be completely different when many more games are out.
Also worth pointing out is that the responsibility for updating the games to support a specific GPU is being put on the developers. EA, etc. are in a position decide whether they actually fully support a new GPU or not in older titles. And this is with only a few mantle supported games and GPUs. What will happen in some years with dozens of games and GPUs? Do people honestly think that publishers will green light the effort to patch in support for some obscure, low marketshare GPUs for older games?
It's an issue, and at least personally I'm not really sure what the solution is.
http://images.anandtech.com/graphs/graph8460/67600.png
Shifting gears, for the launch of the R9 285 AMD is advising reviewers and users alike that Mantle performance on Thief and Battlefield 4 is not going to be up to snuff right now. The reason for this is simple, but the potential ramifications are a bit more complex.
Because Tonga is based on a new GPU – and a newer version of GCN no less – the developers of Thief and Battlefield 4 have not had the opportunity to optimize their games for Tonga products. If you have ever used some of the lower end GCN products (e.g. Cape Verde) then you’ve seen first-hand that these games already are hit & miss depending on the GPU in use, so Tonga is an extension to that limitation. Meanwhile though AMD’s admission doesn’t include drivers, we would expect that there is some work that the company needs to do to better account for the minor architectural differences, even if Mantle is a thin driver API.
The complexity then stems from the fact that this is basically the first litmus test for how well Mantle (and potentially other low level APIs) will handle new hardware in the future, and at this time AMD is close to failing this test. On the one hand Mantle is up and running; both Thief and Battlefield 4’s Mantle rendering paths work on R9 285 despite neither game having seen the GPU before, and as far as we can tell there are no immediate rendering errors. However the fact that Mantle performance has significantly regressed and at this point is below Direct3D performance is not what we’d like to see.
In explaining the situation, AMD tells us that this is an application level issue due to these games not being familiar with Tonga, and that this can be fixed through further patches. And ultimately if nothing else, these Tonga teething issues would be limited to these two games since they’re the only Mantle games to be released before Tonga.
The bind this puts AMD in, and why this is a bad omen for Mantle, is that if low level APIs are to take off then these kind of forward compatibility issues cannot occur. Though even high level APIs aren’t perfect – we’ve seen OS and driver updates break very old D3D and OpenGL games over time – high level APIs are forward compatible enough that virtually all games will work on newer hardware. And in the case they don’t, due to the abstraction-heavy nature of these APIs the problem and the solution are likely at the driver level. Mantle’s current state on the other hand puts the resolution in the hands of game developers, who unlike hardware vendors cannot necessarily be counted on to update their games to account for new hardware, especially given the front-loaded nature of video game sales.
For the moment Mantle is still in beta and very clearly so, with Thief and Battlefield 4 serving as proof of concept for the API. For that reason AMD still has time to contemplate the issue and ensure Mantle is more readily forward-compatible. But it’s going to be very hard justifying using Mantle if we see these kinds of regressions on non-beta drivers with games that were built against the non-beta SDK. AMD needs to ensure the shipping version of Mantle doesn’t suffer from these teething issues.
On a tangential note, this does raise the question of how well Direct3D 12 may handle the issue. By its vendor-limited nature Mantle has the opportunity to work even lower than a cross-vendor low level API like Direct3D 12, but D3D12 is still going to be low level and exposed to some of these hazards. For that reason it will be interesting to keep an eye on Direct3D development over the next year to see how Microsoft and its partners handle the issue. We would expect to see Microsoft have a better handle on forward-compatibility – in their position they pretty much have to – but if nothing else we’re curious just what it will take from game developers, API developers, and hardware developers alike to ensure that necessary level of forward-compatibility.
http://www.anandtech.com/show/8460/amd-radeon-r9-285-review/6
A really interesting part of the Anandtech R9 285 review discussing the effects Mantle (and potentially other low level APIs such as D3D12) will have when it comes to supporting newer hardware, especially in titles that have already been launched.
The fact that AMD's excuse for this is basically "this will only happen in these two titles because they're the only mantle titles out before Tonga" doesn't inspire much confidence considering that the landscape will be completely different when many more games are out.
Also worth pointing out is that the responsibility for updating the games to support a specific GPU is being put on the developers. EA, etc. are in a position decide whether they actually fully support a new GPU or not in older titles. And this is with only a few mantle supported games and GPUs. What will happen in some years with dozens of games and GPUs? Do people honestly think that publishers will green light the effort to patch in support for some obscure, low marketshare GPUs for older games?
It's an issue, and at least personally I'm not really sure what the solution is.