Ah ok...you weren't clear, and I know the whole "Mantle isn't on consoles" thing has been beaten to death. Thanks.
You're welcome.
Ah ok...you weren't clear, and I know the whole "Mantle isn't on consoles" thing has been beaten to death. Thanks.
/rant end
Sorry if this is a repost but I thought it was a good explanation of Mantle that should address some of the misinformation I hear sometimes:
http://techreport.com/review/25683/delving-deeper-into-amd-mantle-api/2
I suspect AMD learned a lot when cooperating with Microsoft and Sony on next-gen consoles and are using some of what they learned in Mantle.
This appeared on a slide near the end of AMD's Mantle presentation at APU13. (around the 35 minute mark)
...........................................................
CrossFire Unleashed
Uh huh, that's right.
Its a bug with tapatalk. Happens sometimes at AT. My post was lost
Dx with all the added layers during the years have ended with a bloated products that is both relatively slow and very difficult to use for performance games. Ms was sleeping as usual. And is now 5 years late.
Basically it means Mantle can address, and flexibly distribute the workload between, an APU and a GCN dGPU at the same time.
It can't, you misunderstood. Mantle allows the game devs to do that if they choose to do it. The API does nothing but allows them the tools to do so. It all then boils down to whether or not they think it's worth the time.
This is actually one of the weaker points of Mantle. Traditional SLI/XFire simply won't work because providing the same interface to one or two gpus can only work with a high-level api that hides memory allocations. Because Mantle allows the devs fine control over memory allocation and work management, multi-GPU support turns from something done in the driver to something that needs to be done in the game.
The good part of this is that at it's best, it allows much better multigpu support -- no AFR, no stutter. At it's worst, it means no multi-gpu support, if the devs simply don't find it worth their time.
It can't, you misunderstood. Mantle allows the game devs to do that if they choose to do it. The API does nothing but allows them the tools to do so. It all then boils down to whether or not they think it's worth the time.
This appeared on a slide near the end of AMD's Mantle presentation at APU13. (around the 35 minute mark)
...........................................................
CrossFire Unleashed
►Going beyond AFR rendering
►Flexible workload scaling and partitioning
►Asymmetric configurations (APU+dGPU)
►Unlocking novel usage scenarios
.............................................................
Basically it means Mantle can address, and flexibly distribute the workload between, an APU and a GCN dGPU at the same time.
Now your APU's iGPU is additive to your AMD AIB!!!
Makes pairing your AMD APU with an Nvidia AIB a losing proposition.
If that APU is a Kaveri with hUMA, heterogeneous Unified Memory Address capability, and the dGPU is an R9 290 card with it's system unified addressing capability (third Q. from bottom), you essentially have a PS4 console APU with 4 Kaveri cores and an R9 290xxx iGPU.
I'm salivating at the thought of seeing Kaveri + 290 combo BF4 Mantle reviews.
Until Mantle becomes available to, and is implemented by, Intel and Nvidia, any AMD APU + GPU combo will lead pipe any Intel CPU + Nvidia GPU combo on cost/performance in Mantle games.
I'm thinking AMD Kaveri + GCN GPU combo Steam Machines will sell like maple bacon doritos.
It can't, you misunderstood. Mantle allows the game devs to do that if they choose to do it. The API does nothing but allows them the tools to do so. It all then boils down to whether or not they think it's worth the time.
This is actually one of the weaker points of Mantle. Traditional SLI/XFire simply won't work because providing the same interface to one or two gpus can only work with a high-level api that hides memory allocations. Because Mantle allows the devs fine control over memory allocation and work management, multi-GPU support turns from something done in the driver to something that needs to be done in the game.
The good part of this is that at it's best, it allows much better multigpu support -- no AFR, no stutter. At it's worst, it means no multi-gpu support, if the devs simply don't find it worth their time.
I think crossfire under early mantle games is actually not gonna turn out great. It has the potential to be really good, but idk if game developers are gonna put in the effort to find good ways to make it scale when only a small fraction of the total mantle users are gonna be using crossfire. They already have a lot on their plate as it is managing both directx and mantle versions of the game.
Yep, DX is a dead API walking. Mantle is such a developer wet dream, such a Holy Grail + Swiss Army Knife, I don't see DX having any chance to become relevant again, no matter how busy Microsoft gets with it.
Well, if AMD makes Mantle available to Nvidia and Intel in a timely manner anyways.
DX isn't dead, it's not like Microsoft can't spend more effort making it better. But don't get me wrong, I really want Linux/SteamOS to succeed to break the current Microsoft PC gaming deathgrip. I can't trust them to really try very hard so long as they have XBOX.
P.S. The whole "single virtual GPU" thing would be great if it actually worked, or even half-worked so that iGPUs/APUs weren't wastes of space when paired with dGPUs.
DX isn't dead, it's not like Microsoft can't spend more effort making it better. But don't get me wrong, I really want Linux/SteamOS to succeed to break the current Microsoft PC gaming deathgrip. I can't trust them to really try very hard so long as they have XBOX.
P.S. The whole "single virtual GPU" thing would be great if it actually worked, or even half-worked so that iGPUs/APUs weren't wastes of space when paired with dGPUs.
Also, while Graphics Core Next is the "hardware foundation" for Mantle, AMD's Guennadi Riguer and some of the other Mantle luminaries at APU13 made it clear that the API is by no means tied down to GCN hardware. Some of Mantle's features are targeted at GCN, but others are generic. "We don't want to paint ourselves in a corner," Riguer explained. "What we would like to do with Mantle is to have [the] ability to innovate on future graphics architectures for years to come, and possibly even enable our competitors to run Mantle." Jurjen Katsman of Nixxes was even bolder in his assessment, stating, "There's nothing that I can see from my perspective that stops [Mantle] from running on pretty much any hardware out there that is somewhat recent."