The AMD Mantle Thread

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krumme

Diamond Member
Oct 9, 2009
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So if there is no proof of its greatness, and no proof of its awefulness, what is the point of this thread exactly? We've talked about what it could be to death, but have yet to see any game that I can play with the Mantle API. We have yet to see any (p)reviews on its performance, enhancements, advantages... from any person that is not directly involved with the project. That says a lot to me.

And to think I was debating on getting an aftermarket 290(X) because of Mantle, thankfully I didn't wait.

There is plenty of evidence and example in this thread if you actually cared to read it. You dont. Once in a while some dumps the usual noise and piss in a page or two and then they leave. You are free to leave if you dont have anything of value to add.
 

Lonbjerg

Diamond Member
Dec 6, 2009
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There is plenty of evidence and example in this thread if you actually cared to read it. You dont. Once in a while some dumps the usual noise and piss in a page or two and then they leave. You are free to leave if you dont have anything of value to add.

You mean you have actual performance data from games, not techdemoes?
Please do share!
 

96Firebird

Diamond Member
Nov 8, 2010
5,737
334
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There is plenty of evidence and example in this thread if you actually cared to read it. You dont. Once in a while some dumps the usual noise and piss in a page or two and then they leave. You are free to leave if you dont have anything of value to add.

Re-read my post and tell me you have evidence. I would love to see it. If not, please leave the thread. :awe:

See how silly it is to tell someone to stop posting because you don't agree with them?
 

SiliconWars

Platinum Member
Dec 29, 2012
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Time have changed the last ten years so that today the devs build their own game engine on top of an engine eg fb3. It means that it is the experts that code to the api. Mantle is build on that change. And at the same time builds on pc and console portability. At the same time gfx evolves and what was once good abstractions is obviously not good abstractions any more.

It makes perfect sense for a new low level api in that new context. What you decribe is what was optimal 10-15 years ago. The new experts today is not the ones making the api but the devs making the engines. It places control where the competence and creative and artistic development is.

I think your arguments perfectly illustrates why mantle is meeting such enthusiasm from devs.

This, basically. Oxide were talking about this during the presentation - why certain things are done multiple times these days - once in the engine, once in DX and once in the driver - http://www.youtube.com/watch?feature=player_detailpage&v=QIWyf8Hyjbg#t=1086. It's a total nonsense that just slows down the end result. Mantle removes this nonsensical overhead from DX and the driver and gives the control to the app.

DX was fine 5-10 years ago but it's no longer good enough for performance. I believe this will be seen in ~20% performance gain, simply by switching to Mantle and doing nothing else with it. That's why I expect 20% as a baseline improvement.
 
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KentState

Diamond Member
Oct 19, 2001
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DX may have ways to improve things, but Mantle is not the way, as it is too hardware specific.

AMD64 was hardware specific, but it seems to have caught on. This is hardware specific in the same manor that only AMD currently has it implemented. Nothing will prevent Intel and NVidia from implementing the instructions.
 

mikk

Diamond Member
May 15, 2012
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DX was fine 5-10 years ago but it's no longer good enough for performance. I believe this will be seen in ~20% performance gain, simply by switching to Mantle and doing nothing else with it. That's why I expect 20% as a baseline improvement.


20% from what? Better core scaling? Lower driver and drawcall overhead? 20% overall improvement sounds rather low.
 

ShintaiDK

Lifer
Apr 22, 2012
20,378
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DX was fine 5-10 years ago but it's no longer good enough for performance. I believe this will be seen in ~20% performance gain, simply by switching to Mantle and doing nothing else with it. That's why I expect 20% as a baseline improvement.

DX10 improved the API execution overhead by 20% of DX9. Yet it took years before we saw a result.

But 20% now, thats quite a lowering from your previous predictions.
 
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utahraptor

Golden Member
Apr 26, 2004
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I suspect they will release mantle support for Battlefield 4 once the beta ends... whenever that is.
 

SiliconWars

Platinum Member
Dec 29, 2012
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20% from what? Better core scaling? Lower driver and drawcall overhead? 20% overall improvement sounds rather low.

DX10 improved the API execution overhead by 20% of DX9. Yet it took years before we saw a result.

But 20% now, thats quite a lowering from your previous predictions.

I meant 20% minimum improvement.

Yes Mikk, better core scaling, lower driver and drawcall overhead. That's 20% for that alone, simply by switching to Mantle from DX will give those gains in the majority of games, in my opinion.
 

ShintaiDK

Lifer
Apr 22, 2012
20,378
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I meant 20% minimum improvement.

Yes Mikk, better core scaling, lower driver and drawcall overhead. That's 20% for that alone, simply by switching to Mantle from DX will give those gains in the majority of games, in my opinion.

How much did DX10 games outperform DX9? Maybe time to lower the estimates again

20% less API overhead didnt mean 20% more FPS.
 

SiliconWars

Platinum Member
Dec 29, 2012
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DX 10 didn't remove the core issues which are awful core scaling and the serial nature of the API.

Mantle basically removes all 3 (including draw calls with the 2 above) of these serious issues by default. That has to tell in better fps across the board - yes even in games like BF4 where CPU usage is actually very good, it can still get even better.

I expect to see large gains simply because the CPU and API aren't bottlenecking by forcing one thread.
 

Lonbjerg

Diamond Member
Dec 6, 2009
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DX 10 didn't remove the core issues which are awful core scaling and the serial nature of the API.

Mantle basically removes all 3 (including draw calls with the 2 above) of these serious issues by default. That has to tell in better fps across the board - yes even in games like BF4 where CPU usage is actually very good, it can still get even better.

I expect to see large gains simply because the CPU and API aren't bottlenecking by forcing one thread.

You do know it's only AMD having a singelthreaded DX11 driver right?
NVIDIA's DX11 is multihtreaded....thus you just owned yourself.
 

SiliconWars

Platinum Member
Dec 29, 2012
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You do know it's only AMD having a singelthreaded DX11 driver right?
NVIDIA's DX11 is multihtreaded....thus you just owned yourself.

Yes I clearly just owned myself. AMD not having multithreaded drivers and then suddenly replacing that situation with a far superior multithreaded API is going to show what kind of improvement?

Do you even stop to think before posting Lonbjerg? Ever?
 

Spjut

Senior member
Apr 9, 2011
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You do know it's only AMD having a singelthreaded DX11 driver right?
NVIDIA's DX11 is multihtreaded....thus you just owned yourself.

Unless you are a graphics programmer yourself, you can't just claim that Nvidia's DX11 multithreaded rendering is solving the draw calls problem. Neither can the opposite be proven.

The actual programmers however, do seem to think DX11 multithreaded rendering is working badly, and unless you're better than them, you have to take them by their word.

It's just not being used much, not even for Nvidia's TWIMTBP titles. And if it were that good, you can be sure Nvidia would push for it in the games that's part of the TWIMTBP program at least.

Mantle introduces extra costs both for the studios and for AMD, the studios wouldn't want to touch Mantle if all AMD had to do was to enable multithreaded rendering, or providing an OpenGL extension.
And even if AMD did cover all the costs for supporting Mantle, the studios would be negatively affected by splitting the workforce.
 
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Lonbjerg

Diamond Member
Dec 6, 2009
4,419
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Yes I clearly just owned myself. AMD not having multithreaded drivers and then suddenly replacing that situation with a far superior multithreaded API is going to show what kind of improvement?

Do you even stop to think before posting Lonbjerg? Ever?

Oh, i didn't notice you posted hard performance data on matle, could you post it again...from objective sources?
Not the first time I ask you to back up your claims and nothing materialize...it this the "lucky" time?

Or will will you post more undocumented guess work?

“That which can be asserted without evidence, can be dismissed without evidence.”
 
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Lonbjerg

Diamond Member
Dec 6, 2009
4,419
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Unless you are a graphics programmer yourself, you can't just claim that Nvidia's DX11 multithreaded rendering is solving the draw calls problem. Neither can the opposite be proven.

The actual programmers however, do seem to think DX11 multithreaded rendering is working badly, and unless you're better than them, you have to take them by their word.

It's just not being used much, not even for Nvidia's TWIMTBP titles. And if it were that good, you can be sure Nvidia would push for it in the games that's part of the TWIMTBP program at least.

Mantle introduces extra costs both for the studios and for AMD, the studios wouldn't want to touch Mantle if all AMD had to do was to enable multithreaded rendering, or providing an OpenGL extension.
And even if AMD did cover all the costs for supporting Mantle, the studios would be negatively affected by splitting the workforce.

NVIDIA's DX11 driver nullifies his empty argument...all it needs to do.
Unless of course he is soley talking about AMD's limitied DX11 driver...but I kinda doubt that.
 

bystander36

Diamond Member
Apr 1, 2013
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AMD64 was hardware specific, but it seems to have caught on. This is hardware specific in the same manor that only AMD currently has it implemented. Nothing will prevent Intel and NVidia from implementing the instructions.
64-bit only requires a different compiler. It hardly changed anything other than give much larger address capabilities, and larger numbers. It was not radically different. Besides, most games are still 32-bit. That was AMD's genius with 64-bit, it worked seamlessly with 32-bit.
 
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Skurge

Diamond Member
Aug 17, 2009
5,195
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NVIDIA's DX11 driver nullifies his empty argument...all it needs to do.
Unless of course he is soley talking about AMD's limitied DX11 driver...but I kinda doubt that.

and yet it still no faster than than AMD's driver. It clearly hasn't changed anything.
 

KentState

Diamond Member
Oct 19, 2001
8,397
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64-bit only requires a different compiler. It hardly changed anything other than give much larger address capabilities, and larger numbers. It was not radically different. Besides, most games are still 32-bit. That was AMD's genius with 64-bit, it worked seamlessly with 32-bit.

Only requires a different compiler? How about OS, drivers and shift in market? It's not like 64 bit popped up one afternoon and became the norm. It may not be Mantle, but very little in the PC world has stood the test of time and it seems many forget that. DirectX is not hear to stay.
 

mikk

Diamond Member
May 15, 2012
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I meant 20% minimum improvement.

Yes Mikk, better core scaling, lower driver and drawcall overhead. That's 20% for that alone, simply by switching to Mantle from DX will give those gains in the majority of games, in my opinion.


AMD/Dice claimed vastly better core scaling and not to mention the lower overhead, therefore 20% sounds low for the extra work and limited clientage. 20% gains should be possible also for DX11MT, probably more with a proper implementation. And this is not exclusive to one IHV, AMD could bring a new driver anytime. I would assume 50% higher fps for Mantle in purely CPU bound scenarios on a 6+ core CPU. On APUs with 4 threads it might be more limited because there is less room for better CPU/thread scaling.
 
Aug 11, 2008
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Only requires a different compiler? How about OS, drivers and shift in market? It's not like 64 bit popped up one afternoon and became the norm. It may not be Mantle, but very little in the PC world has stood the test of time and it seems many forget that. DirectX is not hear to stay.

If Dx is not here to stay, what is going to run the 60+% of the market that runs on intel igps and the probably 50% or more of the remaining part of the market that runs on nVidia hardware? Dx has disadvantages of overhead, but advantages of working with a variety of platforms, unlike mantle. Dx has certainly withstood the "test of time" more than mantle, which has not even produced one game that can be independently tested, since the BF4 patch seems MIA.
 

SiliconWars

Platinum Member
Dec 29, 2012
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AMD/Dice claimed vastly better core scaling and not to mention the lower overhead, therefore 20% sounds low for the extra work and limited clientage. 20% gains should be possible also for DX11MT, probably more with a proper implementation. And this is not exclusive to one IHV, AMD could bring a new driver anytime. I would assume 50% higher fps for Mantle in purely CPU bound scenarios on a 6+ core CPU. On APUs with 4 threads it might be more limited because there is less room for better CPU/thread scaling.

In CPU limited scenarios yes I expect a much larger improvement than 20%. I'm talking about games that are already performing very well with CPU core scaling though, where I expect a 20% minimum improvement even there due to Mantle's implementation being even better, plus the other two issues (the serial nature of DX and draw calls).

If Dx is not here to stay, what is going to run the 60+% of the market that runs on intel igps and the probably 50% or more of the remaining part of the market that runs on nVidia hardware? Dx has disadvantages of overhead, but advantages of working with a variety of platforms, unlike mantle.

Since nobody so far has said they'll ditch DX in favour of Mantle, I don't see why this is an issue. It's not like it's going to disappear overnight - however if and when Mantle shows compelling performance and IQ benefits there will be a shift in the current market numbers as people move to the more attractive option.
 

bystander36

Diamond Member
Apr 1, 2013
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Only requires a different compiler? How about OS, drivers and shift in market? It's not like 64 bit popped up one afternoon and became the norm. It may not be Mantle, but very little in the PC world has stood the test of time and it seems many forget that. DirectX is not hear to stay.

I was referring to the games written for 64-bit.

If you want to talk OS, well, there wasn't an OS for it until Intel also had a 64-bit chip. The cool thing was, 32-bit apps worked on the 64-bit system without modifications, and worked well.

This is not like Mantle. Mantle does not work on non-GCN hardware.
 

joyzbuzz

Banned
Dec 27, 2013
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JHH must have something up his sleeve to counteract Mantle. Has anyone heard any rumors or have any ideas?




If you create another (third) account under vacation, you will be Permabanned


esquared
Anandtech Forum Director
 
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blackened23

Diamond Member
Jul 26, 2011
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Counteract the two Mantle titles confirmed for 2014? Counteract the fact that nvidia has 65% dGPU market share versus AMD's 35%? *blinks* What if anything would nvidia have to do exactly? IMO not much....pretty sure nvidia has to do exactly....nothing. Besides which, Maxwell is being released in March according to rumors. We'll see I guess.

I hope Mantle turns out to be really good (for the sake of competition) but the marketing for it at this point is just becoming too much. Far too annoying with too much hyperbole. Blech.
 
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