However Nvidia has better tessellation performance. Something it still has to this very day. I can't be the only one who thinks all the jabs at deliberately crippling the opposition are stupid. People can't think very highly of Crytek in that case.
I thought the dx11 patch for Crysis was added months after the game was released, as which point most people already completed the games? It was also the precise timing that tessellation was all the rage during that period as well.
Anyway, putting the whole tessellation deal aside, I don't know why would it be a good thing for Nvidia to take away the power from developers and AMD to optimised performance for games post-release.
People keep comparing GameWorks to Mantle, when the two are completely different in nature.
From what I read and understood so far (I could be right, I could be wrong) Mantle is more like:
Traditionally dx is like a higherway, which both Nvidia and AMD have to use for their vehicles. But AMD developed Mantle, it is essentially like a toll road/tunnel- a shoutcut away from the highway which was built around AMD's cars spec; Nvidia can't use the tunnel natively because their vehicles are too tall, so they must modify the design of their vehicle accordingly to the tunnel's height restriction so that their vehicles can use the tunnel as well. And during this time, there's nothing stopping them from increasing the speed of their existing vehicle to travel faster on the highway;
Now for GameWorks, it is more like:
GameWorks is Nvidia's home-turf, dx is its race track and AMD is the guest challenger. However because it is Nvidia's home-turf, they ban AMD from the option to use the pit-stop (aka optimisation)...so anything broken down and require fixing it cannot be done; while the use of pit-stop is still freely available for Nvidia themselves to use. Now tell me...is this anyway to do a fair and just competition?
Am I misinterpreting or misrepresenting the difference between Mantle and GameWorks?