AMD @ GDC: Partnership with MS next-generation graphics.

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Carfax83

Diamond Member
Nov 1, 2010
6,841
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I wonder if this isn't in fact what DICE calls the driver thread, which isn't present in Mantle either? If not, what is it exactly, and why does it go away completely with DX12?

I'm pretty sure DICE was referring to the D3D driver, and not the KM driver. As you can see by that graph, the D3D driver is run across all threads in both DX11 and DX12.

As to why the KM driver disappears in DX12, I have no idea..
 

antihelten

Golden Member
Feb 2, 2012
1,764
274
126
I'm pretty sure DICE was referring to the D3D driver, and not the KM driver. As you can see by that graph, the D3D driver is run across all threads in both DX11 and DX12.

As to why the KM driver disappears in DX12, I have no idea..

I agree that the d3d driver being what they call the driver thread would make more sense, but combined with the tweet from Johan Andersson about DX12 where he says "you may recognize the design ", which would seem to be an obvious reference to Mantle's design, made me think that getting rid of the KM driver (whatever it may be) is one of the key elements of the design behind Mantle and now DX12.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
Pretty much confirms it, if Johan is saying he had a direct hand in DX12 design then its basically multi-vendor Mantle. Kudos to MS for pushing it, all gamers will benefit with alleviating CPU bottlenecks, few things are worse than fps chokes during intense scenes in games.

Sorry, but that's absolute nonsense. DX12 has been in design for four years according to NVidia, and it's much more similar to DX11 than it is to Mantle..

DX12 uses a more advanced and efficient form of command lists (just like DX11) to enable multithreading, and also relies on the D3D driver to create threads for resource management and draw calls... DX12 also runs on various architectures..

Mantle has none of those attributes.. I'm sure some similarities exist, particularly when it comes to exploiting hardware at a lower level, but overall, DX12 and Mantle aren't very similar..
 

zlatan

Senior member
Mar 15, 2011
580
291
136
As to why the KM driver disappears in DX12, I have no idea..

It won't disappear, but the new display driver model will use a very-very thin KM driver. This will decrease the number of driver threads near to zero. We don't need them, these are the enemies in the current APIs, because they conflicts with the app threads, and it will decrease the performance. This is why Mantle is so efficient, it completely eliminates the driver threads.
 

Shmee

Memory & Storage, Graphics Cards Mod Elite Member
Super Moderator
Sep 13, 2008
7,548
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Most of this thread is just speculation, with some back and forth lightly sugar coated bickering.

For this reason, I am seriously considering closing this thread. Please post about the GDC and MS/AMD partnership. Please keep posts on topic, with credible information.

Thanks
 

parvadomus

Senior member
Dec 11, 2012
685
14
81
Sorry, but that's absolute nonsense. DX12 has been in design for four years according to NVidia, and it's much more similar to DX11 than it is to Mantle..

DX12 uses a more advanced and efficient form of command lists (just like DX11) to enable multithreading, and also relies on the D3D driver to create threads for resource management and draw calls... DX12 also runs on various architectures..

Mantle has none of those attributes.. I'm sure some similarities exist, particularly when it comes to exploiting hardware at a lower level, but overall, DX12 and Mantle aren't very similar..

You dont even know if command lists still exists in DX12, but keep repeating BS like always.
IMO as a developer, command lists existed to extract even the smallest idle time of the kernel mode driver.
This is how I see it: the new model is straightforward, just like mantle the gpu can execute tasks directly without the need of a KM driver. The code just submit tasks to the gpu and continues running submitting new tasks directly to the GPU, which means the GPU keeps busy all the time.
The opposite is having a single thread doing that (KM driver) from a list of tasks (which in turn needs to be filled, using command lists or not).
 

Gloomy

Golden Member
Oct 12, 2010
1,469
21
81
Is it me or are we pretending that DX11 doesn't work just fine? :hmm:

You're right, look @ all these non-bottlenecks we have here:




I wonder what people without i5s are doing about not being able to hit vsync. I guess those folks can get a 600 dollar gsync monitor to go with their i3 :thumbsup:
 

MeldarthX

Golden Member
May 8, 2010
1,026
0
76
Just finally caught

Got to love this; as I called it from the beginning. The scoffing.....

Compare the time lines - mantle has been in development for last 4 years; wait DX 12 has been in development for 4 years....

Johan comfirms design guides from MS's blog on dx 12 will look familar to people. Someone said hey this is just like reading mantle programming guide.....

Bingo; but the denies will come; people will claim its not possible because Nvidia said.

Facts are AMD controls console hardare; fact is MS dev tools are complete crap for Xbox1 and they need them fixed now; not 2 years from now to have any hope with keeping up with PS4. Their tools are just as bad as Sony's PS3 launch tools; yes that bad.

Only way those tools will be fixed asap is AMD; got to love centergy; but hey I was wrong there too wasn't I?

PS4 code translate easy into mantle..........DX12 = mantle; so will translate straight over. Those saying Intel or Nvidia couldn't work on mantle again been proven wrong.

Now those saying mantle is dead are again short sighted; and don't see the big picture. Why keep using mantle; why line up for it? DX12 won't be released for at least two years. but you can use the tools now in Mantle. You don't think devs won't want that? Seriously just wow.......
 

sontin

Diamond Member
Sep 12, 2011
3,273
149
106
Ah,
Microsoft chose nVidia to showcase DX12. A fix to their problem would be a new console. D:
 

HWfreak

Member
Mar 15, 2014
78
0
0
If DX12 has been in development for 4 years then why do we have to wait another 2?

6 years? how long does it take to develop an API, Mantle took 2 years, not 4, certainly not 6.
 
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zlatan

Senior member
Mar 15, 2011
580
291
136
If DX12 has been in development for 4 years then why do we have to wait another 2?

6 years? how long does it take to develop an API, Mantle took 2 years, not 4, certainly not 6.

There was a research period to think about where to go. The actual development start only one year ago.
Mantle is only supported by one vendor, so it's much easier to finalize the specification.
 

NTMBK

Lifer
Nov 14, 2011
10,269
5,134
136
Ah,
Microsoft chose nVidia to showcase DX12. A fix to their problem would be a new console. D:

We've already seen the gains that AMD can get with an efficient new API- getting NVidia on stage for the demo lets Microsoft demonstrate that the same is also true for NVidia. NVidia get the same gains that they would have gotten from supporting Mantle, without the shame of supporting an AMD API. We all get more efficient games thanks to AMD giving Microsoft a kick up the backside, and everybody wins.
 

HWfreak

Member
Mar 15, 2014
78
0
0
We've already seen the gains that AMD can get with an efficient new API- getting NVidia on stage for the demo lets Microsoft demonstrate that the same is also true for NVidia. NVidia get the same gains that they would have gotten from supporting Mantle, without the shame of supporting an AMD API. We all get more efficient games thanks to AMD giving Microsoft a kick up the backside, and everybody wins.


+1
 
Aug 11, 2008
10,451
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So, putting aside all the arguing about whether DX 12 is mantle or not, or who was first or whatever, the bottom line comes down to what place does mantle have when DX12 comes out. Intel and nVidia throwing their support behind DX12 makes it pretty clear they are not going to support mantle. Obviously all developers will have to code for DX. So if DX12 can give similar performance to mantle, why would a developer want to code for a separate path for AMD only hardware?
 

NTMBK

Lifer
Nov 14, 2011
10,269
5,134
136
So, putting aside all the arguing about whether DX 12 is mantle or not, or who was first or whatever, the bottom line comes down to what place does mantle have when DX12 comes out. Intel and nVidia throwing their support behind DX12 makes it pretty clear they are not going to support mantle. Obviously all developers will have to code for DX. So if DX12 can give similar performance to mantle, why would a developer want to code for a separate path for AMD only hardware?

The Mantle name is probably dead. AMD will hopefully support DirectX 12, and transition their Mantle games to DirectX 12. AMD liked to talk about supporting other vendors with Mantle, and they got their wish- they just need to accept the DirectX name.

(Of course, "transition" may consist of find-and-replace "Mantle" with "DirectX", but that's another matter.)

The only casualty in this is the possibility of Mantle on Linux. Which was, of course, Microsoft's goal.
 

HWfreak

Member
Mar 15, 2014
78
0
0
The Mantle name is probably dead. AMD will hopefully support DirectX 12, and transition their Mantle games to DirectX 12. AMD liked to talk about supporting other vendors with Mantle, and they got their wish- they just need to accept the DirectX name.

(Of course, "transition" may consist of find-and-replace "Mantle" with "DirectX", but that's another matter.)

The only casualty in this is the possibility of Mantle on Linux. Which was, of course, Microsoft's goal.

AMD already support DX12.

"AMD Says GCN Products Will Support DX12."

http://www.legitreviews.com/amd-say...esync-still-coming_137794#HPtTsjc2fWpCJMi3.99

They are still signing up more developers and new games are still coming with Mantle.

What AMD will do is support DX12 just the same as everyone but also continue with Mantle as an extra.
 

Paul98

Diamond Member
Jan 31, 2010
3,732
199
106
So, putting aside all the arguing about whether DX 12 is mantle or not, or who was first or whatever, the bottom line comes down to what place does mantle have when DX12 comes out. Intel and nVidia throwing their support behind DX12 makes it pretty clear they are not going to support mantle. Obviously all developers will have to code for DX. So if DX12 can give similar performance to mantle, why would a developer want to code for a separate path for AMD only hardware?

Mantle is running on earlier versions of windows, and may be capable of running on other platforms. DX12 will require windows 9 or higher. It will be interesting to see how similar or how different the two will be. If they are similar enough it could give mantle a good opportunity to run on older versions of windows and Linux. Or easy porting from games already released to DX12
 

ASM-coder

Member
Jan 12, 2014
193
0
0
The Mantle name is probably dead.
The king is dead, long live the king?

While Microsoft was announcing DX12, Dice is talking about the 2nd wave of Frostbite 3 games using mantle, CryEngine announces mantle support, and AMD announces Sniper Elite III will use mantle.

We have 2 years of mantle goodness before we get a glimpse of this 2nd coming.

And I wonder what the DX12 announcement means for NVidia's plans to
build a co-processor into their GPUs?
 

NTMBK

Lifer
Nov 14, 2011
10,269
5,134
136
And I wonder what the DX12 announcement means for NVidia's plans to build a co-processor into their GPUs?

Nothing. Putting ARM into their GPUs is all about the HPC market- they want to be able to sell standalone Tesla compute nodes, which have an integrated CPU and do not require an attached Xeon to drive them. Pushes up compute density and drives down overall cost- same idea as the standalone Xeon Phi which Intel is working on.

Any gaming use for the ARM core is just a nice bonus.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
It won't disappear, but the new display driver model will use a very-very thin KM driver. This will decrease the number of driver threads near to zero. We don't need them, these are the enemies in the current APIs, because they conflicts with the app threads, and it will decrease the performance. This is why Mantle is so efficient, it completely eliminates the driver threads.

According to Microsoft themselves, DX12 will use command lists, and command lists rely on driver threads:

Direct3D 12 introduces a new model for work submission based on command lists that contain the entirety of information needed to execute a particular workload on the GPU. Each new command list contains information such as which PSO to use, what texture and buffer resources are needed, and the arguments to all draw calls. Because each command list is self-contained and inherits no state, the driver can pre-compute all necessary GPU commands up-front and in a free-threaded manner. The only serial process necessary is the final submission of command lists to the GPU via the command queue, which is a highly efficient process.
Source

So DX12 won't get rid of driver threads, but they will be made thread safe, and consume less CPU time, both of which were big problems with DX11 MT.

The only way they can probably get rid of driver threads completely would be to go the Mantle route, but that's unfeasible for a multi-architectural solution imo.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
You dont even know if command lists still exists in DX12, but keep repeating BS like always.
IMO as a developer, command lists existed to extract even the smallest idle time of the kernel mode driver.
This is how I see it: the new model is straightforward, just like mantle the gpu can execute tasks directly without the need of a KM driver. The code just submit tasks to the gpu and continues running submitting new tasks directly to the GPU, which means the GPU keeps busy all the time.
The opposite is having a single thread doing that (KM driver) from a list of tasks (which in turn needs to be filled, using command lists or not).

How many times in this thread have I posted a direct quote from Microsoft affirming that DX12 uses command lists. I'll post it again:

Direct3D 12 introduces a new model for work submission based on command lists that contain the entirety of information needed to execute a particular workload on the GPU. Each new command list contains information such as which PSO to use, what texture and buffer resources are needed, and the arguments to all draw calls. Because each command list is self-contained and inherits no state, the driver can pre-compute all necessary GPU commands up-front and in a free-threaded manner. The only serial process necessary is the final submission of command lists to the GPU via the command queue, which is a highly efficient process.
Source

Mantle does not use command lists, or driver threads, so the model is completely different from Mantle in that respect.
 

parvadomus

Senior member
Dec 11, 2012
685
14
81
How many times in this thread have I posted a direct quote from Microsoft affirming that DX12 uses command lists. I'll post it again:

Source

Mantle does not use command lists, or driver threads, so the model is completely different from Mantle in that respect.

"contain the entirety of information needed to execute a particular workload on the GPU" that is a task going to the GPU. Your new "command lists" are the same thing that is used in mantle, with a different name.
PS: we will have one easy way to know the truth, and that will happen when both SDKs are out. I hope you dont get impressed by seeing the same thing with different names.
 
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zlatan

Senior member
Mar 15, 2011
580
291
136
According to Microsoft themselves, DX12 will use command lists, and command lists rely on driver threads:

Source

So DX12 won't get rid of driver threads, but they will be made thread safe, and consume less CPU time, both of which were big problems with DX11 MT.

The only way they can probably get rid of driver threads completely would be to go the Mantle route, but that's unfeasible for a multi-architectural solution imo.
That's what I'm said. The KM driver is still exist, but it won't run much server threads, and even the workloads will be very light.

D3D11 MT is completely broken. It has many problems. For example the command buffers can't be re-used, which makes this solution useless.
 
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