Gloomy
Golden Member
- Oct 12, 2010
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You can get the benefits of low driver overhead for a few months now (at least) in OpenGL.
At least PhysX runs on other hardware.
Lolwut. What are you? AMD marketing guy? Mantle will hurt nVidia user because AMD partners are not allowed to implement proper DX support.
No difference to Tessellation (only PN triangles is allowed) which is nearly absent in every supported game - BF4, Crysis 3, Thief 3, Sleeping Dogs, Hitman Absolution (only PN)...
And why didn't you post a link to AMD's forward+ implementation in Dirt:Showdown or the sabotage act in Tomb Raider? I mean you are right, Mantle will not hurt nVidia's userbase. Because like Tomb Raider: It wont run on their hardware. :biggrin:
I honestly think that TressFX bogging down on Kepler is because Kepler just isn't good at compute like GCN or even Fermi.
Can't say, it doesn't have a marketing term.What games support that?
No, which is why hardware PhysX is the same failure as Mantle is. Nobody else will ever support it so it remains a niche that only works on certain hardware, and only in rare games.Physx investment goes back?
Sir this is technical thread so dont make any BS statement and false claims that Console will support mantle and even Mantle is not support by all amd than let alone other platform.Some people here are crying about Mantle because deep down they now Mantle is only here for limited time, limited games and it has been a big fail for high end PC.But it still compatible with all of x86 based computers environment.
ShintaiDK constructive posts rate is 1/10.
Sir this is technical thread so dont make any BS statement and false claims that Console will support mantle and even Mantle is not support by all amd than let alone other platform.Some people here are crying about Mantle because deep down they now Mantle is only here for limited time, limited games and it has been a big fail for high end PC.
Some people here dont even now that Mantle is liability for developers because AMD has to pay for each game for applying Mantle just for 5% of user and 5% to 15% performance increase with additional bugs and lower image quality.
No, which is why hardware PhysX is the same failure as Mantle is. Nobody else will ever support it so it remains a niche that only works on certain hardware, and only in rare games.
dont make any BS statement and false claims
Some people here dont even now that Mantle is liability for developers because AMD has to pay for each game for applying Mantle just for 5% of user and 5% to 15% performance increase with additional bugs and lower image quality.
Some people here are crying about Mantle because deep down they now Mantle is only here for limited time, limited games and it has been a big fail for high end PC.
When calling someone out for lying at least make sure you understand what he is saying. There is a huge difference between hardware being compatible with mantle and hardware using mantle.
As for your claims about mantle only giving a 5-15% performance increase I will tell you that you are wrong. Its not your fault that reviewers aren't giving extensive coverage of mantle though. I can only assume its because of pressure from corporate sponsors that wanted mantle reviews to be shown in a negative light. We saw 5 articles a week about horrible frame pacing on amd cards, but now that mantle is working well in bf4 we haven't seen squat from reviewers. These guys make their living off page views but we aren't seeing articles about mantle updates anywhere.
In my testing as a competitive player on a mid range quad core my minimums have increased by over 45fps in bf4. 62% increase in the worst case scenarios and a basically flat frame time graph the whole time I play.
Yes it is fault of every one that they did not give good reviews about Mantle even good site like Pcper,Anandtech and guru3d did not even have 7% of advantage on 2560 by 1440 even AMD offical Benchmark is lie about mantle because there not much gain on high resolution that why Mantle is not here for so much time.
Do u now that Thief is badly flopped and on Nvidia offical site many fans has boycott that game even AMD guys has not bought that games because they were promised that AMD will provide Mantle as soon as game release.That is why Mantle is headache if Nvidia fan boys don't buy that game than only game will purchase between 30% of PC user meaning that Developers will be wasting time on PC.
Yes it is fault of every one that they did not give good reviews about Mantle even good site like Pcper,Anandtech and guru3d
did not even have 7% of advantage on 2560 by 1440 even AMD offical Benchmark is lie about mantle because there not much gain on high resolution that why Mantle is not here for so much time.
Lolwut. What are you? AMD marketing guy? Mantle will hurt nVidia user because AMD partners are not allowed to implement proper DX support. No difference to Tessellation (only PN triangles is allowed) which is nearly absent in every supported game - BF4, Crysis 3, Thief 3, Sleeping Dogs, Hitman Absolution (only PN)...
And why didn't you post a link to AMD's forward+ implementation in Dirt:Showdown or the sabotage act in Tomb Raider? I mean you are right, Mantle will not hurt nVidia's userbase. Because like Tomb Raider: It wont run on their hardware. :biggrin:
And while Dirt SD and TressFX doesn't run as fast on nVidia hardware, it does work. nVidia is just weaker in those compute functions.
See here, 3DVagabond. DirtSD on nowdays drivers(Nvidia advantage): http://imagescdn.tweaktown.com/content/5/5/5566_28_nvidia_geforce_gtx_760_2gb_video_card_review.png
Is related to the possibilities that you can build your hardware. If tech is showing 5-7% gains even the worst case possibilities, it can't not be good.
This Mantle performance advantage(in FPS or frametime numbers) is what we can expect in from last DX/OGL initiatives from Nvidia/AMD/Intel/MSFT.
Consoles have closer to metal ways of coding, but due to hardware limitation developers need many times to do(especially in multiplataform games) tricks to attenuate the loss of quality of their games(like upscaling and improvise softer anti-aliasing forms) when the original(source) game has too many detail.
Mantle is for CPU bound situations and for CPU functions on PC gaming. 1440p turns the things so much GPU-bound. Would be good to see what Two top-end cards(Like two 290x Lightning on the same CPU) can do in this same condition.
I think u are new in PC gaming.Do u now that more than 90% of the games are GPU bound all the best and high demanding games are gpu bound so which games are u talking about.
I think u are new in PC gaming.Do u now that more than 90% of the games are GPU bound all the best and high demanding games are gpu bound so which games are u talking about.
If solid CPU multithreading that can expand to unlimited cores, they can make CPU's keep up with the GPU quite easily. If CPU multithreading for draw calls becomes the norm, CPU companies can join the GPU race by adding cores. Currently, adding more CPU cores has limited uses, so they've focused on speeding up the cores they have, that would change with multithreaded games.The important thing to remember is that low level API's are going to become increasingly important as GPU's outstrip CPU's in performance. With 20nm GPU's Mantle/DX Low Level/Open GL is going to really push past older style DX.
I think u are new in PC gaming.Do u now that more than 90% of the games are GPU bound all the best and high demanding games are gpu bound so which games are u talking about.
I think u are new in PC gaming.Do u now that more than 90% of the games are GPU bound all the best and high demanding games are gpu bound so which games are u talking about.
If solid CPU multithreading that can expand to unlimited cores, they can make CPU's keep up with the GPU quite easily. If CPU multithreading for draw calls becomes the norm, CPU companies can join the GPU race by adding cores. Currently, adding more CPU cores has limited uses, so they've focused on speeding up the cores they have, that would change with multithreaded games.
The first thing MS needs to focus on is reducing DX11 overhead. The mechanisms for multithreaded rendering are there but it's not as good as it can be.