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***Official AMD Mantle Thread***

VRAM stacking is a feature of Mantle (Which is a very interesting feature, and really is a massive plus one over DirectX/Nvidia). With Mantle using more VRAM than DirectX at this present moment in time (Some titles worse than others), why hasn't anyone utilised the VRAM stacking ability (I'm assuming this, I'd be unsurprised if Civ had this feature, given their extra work with Crossfire and Mantle)? Is it not working correctly, or is it hard to implement?
 
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Am guessing it's more to do with getting mantle working before doing the advanced features.
We still in the baby stages of the api the alpha/beta this stage is getting mantle added to the games engine's.

Once the api is there and more games have it then you start messing with this sort of things.

This how I see it anyways, you learn to walk before you run.
 
^^

No osd monitoring programs via Mantle yet, but you could use AB remote server on your phone/tablet for everything outwith fps/vram usage for info.

iirc I have a guide somewhere on here for setting this up is it can be a pain to connect on some systems. I was using the remote server to a tablet for Bf4 prior to ab getting 64bit osd support. Works very well, plus you can adjust everything on the fly without having to alt tab out of the game :)

With the talk of osd and mantle you could link up a ready made user.cfg for Bf4 with the basic perfoverlay features included.
 
iirc I have a guide somewhere on here for setting this up is it can be a pain to connect on some systems. I was using the remote server to a tablet for Bf4 prior to ab getting 64bit osd support. Works very well, plus you can adjust everything on the fly without having to alt tab out of the game :)

With the talk of osd and mantle you could link up a ready made user.cfg for Bf4 with the basic perfoverlay features included.

Been using AB remote server since BF4 myself, I kept a video link on how to set it up, glad that it worked out very useful in the end and I have added my user config for BF4 for native Frostbite OSD.

If you can find your instructions, I'll add it as well, thanks.:)
 
Some screenshots I have lying around DX11 vs mantle Performance.
I can not remember if these was 7950's or 290's in Crossfire.

Mantle - Siege of shanghai - 130fps
Mantle%2064bit.png

DX11 - Siege of shanghai - 82fps
DX11%2064bit.png

Test Range DX11 - 152FPS
DX11.png
Test Range Mantle - 187FPS
crossfire%20on.png
 
Nice thread :D
This a Good watch also. He explains about how multi-GPUs when running Mantle can each do there own work loads. I remember reading a while back, Mantle could combined the Vram on GPU's or you could have one GPU rendering a scene while another GPU is doing something more demanding.

https://www.youtube.com/watch?v=N_6CAneoW-0&feature=youtu.be&t=23m43s

I think Civilization 5 SFR thing is one step closer to more advanced mutli-GPU solutions made possible by lower level access.

And pretty much AFR not a benchmark at all, that's not the real frame rate if it stutters, and also the big article about frame-latency and why every review should use it instead of the FPS value, makes AFR a total joke and nobody should cite AFR numbers when comparing to SFR when deciding what's better or not.
 
I think Civilization 5 SFR thing is one step closer to more advanced mutli-GPU solutions made possible by lower level access.

And pretty much AFR not a benchmark at all, that's not the real frame rate if it stutters, and also the big article about frame-latency and why every review should use it instead of the FPS value, makes AFR a total joke and nobody should cite AFR numbers when comparing to SFR when deciding what's better or not.

AFR is a slap on solution without optimization.
dual cards have the challenge to be technical viable and as far SFR allows that but also requires more work to be viable.

single cards is the way to go, 2 more generations but after that innovation is needed.
 
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