Yes, not every engine is going to benefit from multithreaded rendering. In fact, only in CPU limited situations does it seem to confer benefits, and most games tend to be more GPU than CPU limited. Civilization 5 had huge benefits with it, as it's a massive strategy game and the Lore engine was designed with DX11 multithreaded rendering in mind..
If the technology is further improved and refined, then you could achieve much higher draw call submissions compared with the present implementation.
Also, Project CARS uses driver command lists as well. BTW, where was it confirmed that Assassin's Creed IV uses it? I know it was suspected, but not necessarily confirmed..
One big thing preventing usage of DX11 multithreading is the fact that it's not supported by AMD.
But look at the benchmarks for Civ5 today and you'll see there's not a big difference between Nvidia and AMD, not even for crossfire and sli systems. Seeing how much the HD 7000 series improved the Civ5 performance for AMD (and this series has had lots of additional driver improvements since launch) it's very likely that Civ5 was highly dependant on compute performance. And the 400/500 series were also known to have better compute performance than the 5000 and 6000 series.
If it were so easily fixable, hadn't Microsoft fixed it already in DX11.1 and 11.2?
Now that you mention it, I haven't read specifically that AC4 uses it, but since it's using the same engine as AC3, it's likely
I think you're oversimplifying it alot saying it's not used alot because of AMD not supporting it.
Big players like Dice complained about multithreaded rendering not working already when they developed BF3, and Dice/EA is also one of the big players endorsing Mantle.
Creating Mantle most likely wasn't cheap for AMD, and incorporating it into the engines obviously isn't free for the studios either.
If the draw calls issue had been solved by having support for multithreaded rendering, don't you think AMD would have opted for that solution instead? Not to mention Dice, Oxide and the other studios, since they could have had everything under the same API and have it working on all compatible hardware
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