DirectX vs Mantle current and long term

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dacostafilipe

Senior member
Oct 10, 2013
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Everybody should read this. It's from Dan Baker who made Lore Engine for Civ5.

Great interview!

For me, this part is the most important one:

Mantle is kind of the disruptive technology that gets everyone rethinking things. Whether this means a new version of OpenGL, or a new version of D3D, we can't say. But it is clear that they will have to adapt if they want to stay relevant. Some of us have been screaming for change for years. The arguments we got in the past were: 1) it couldn't be faster 2) it would be too hard to use, and 3) we have enough performance, so more isn't useful. We wanted to show that all three of these things are provably false.
 

ICDP

Senior member
Nov 15, 2012
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The OP wants an objective discussion, yet refuses to acknowledge when some of his arguments are completely debunked. How can someone possibly be objective if they refuse to change their mind based on solid evidence?

He claims Mantle isn't backward compatible with DirectX. Yet refuses to accept that it doesn't need to be. The GPUs it runs on already have DirectX compatability and as such ARE backward compatible.

Show me one single game that an AMD GCN R9 card cannot play compared to a Nvidia GPU?

He then goes on to post graphs showing BF4 run at very low settings and graphs that only show Nvidia in a good light. His entire premise is based on a 5 year old game (Civ 5) with results using 5 year old tech and a modern game run at low settings.
 
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AnandThenMan

Diamond Member
Nov 11, 2004
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The OP does not want an objective discussion, not even close. I say that with confidence after having read their numerous posts in the now closed Mantle thread.
His entire premise is based on a 5 year old game (Civ 5) with results using 5 year old tech and a modern game run at low settings.
Yep.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
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We do after all have openGL as an existing standard that can support much better draw call rates and GPU extensions (everything Johan wants) and unlike Mantle its another standard many vendors already provide drivers for. OpenGL also happens to be an API that AMD hasn't implemented very well, they have poor performance and bugs on it and have done for a decade. A new API is a big deal, I would far rather we see an evolution of the existing ones and if a new API is necessary then it needs to be developed on concerted with other companies, or its doomed to obscurity.

I remember this question being posed to a Mantle developer once (I think it was Johan but I could be wrong), and I believe his reply was that OpenGL was behind DirectX in too many respects for them to throw their full weight behind it.

For example, multithreading in OpenGL is inferior to the DirectX version. With OpenGL, each thread can send data to the GPU, but not at the same time which is a big limitation.

In DX11 multithreading, each thread can upload data at the same time which makes it much better..
 

ICDP

Senior member
Nov 15, 2012
707
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AMD only need to sponsor a 3-4 AAA games per year with Mantle and it's job done.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
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Everybody should read this. It's from Dan Baker who made Lore Engine for Civ5.

Now that's very interesting. Thanks for posting zlatan.

The cynic in me really has to wonder though at some of his statements. In the interview, Baker claims that DirectX made an attempt to be threaded, and failed. Yet the Lore engine, something which he himself had a big part in creating, obviously benefits tremendously from DX11 multithreading. In fact, it helped NVidia dominate AMD in that game for years.

So why was he extolling the benefits of driver command lists in the Lore presentation I linked to on the first page, and now he seems dead set against it?

And benchmarks some of our members have posted on the forum of the Star Swarm benchmark shows that it can benefit from DX11 multithreading in a big way.

The Star Swarm benchmark is seemingly contrived to make Mantle look good. It doesn't use instancing, one of the technologies in DX11 that can drastically reduce the amount of draw calls necessary by using the same geometry to draw multiple objects, and so the amount of draw calls is inflated relative to what it would be in an actual game.

And CPU and GPU utilization are poor on non Mantle systems, which really begs the question of how well it's optimized or DX..
 

VulgarDisplay

Diamond Member
Apr 3, 2009
6,193
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Now that's very interesting. Thanks for posting zlatan.

The cynic in me really has to wonder though at some of his statements. In the interview, Baker claims that DirectX made an attempt to be threaded, and failed. Yet the Lore engine, something which he himself had a big part in creating, obviously benefits tremendously from DX11 multithreading. In fact, it helped NVidia dominate AMD in that game for years.

So why was he extolling the benefits of driver command lists in the Lore presentation I linked to on the first page, and now he seems dead set against it?

And benchmarks some of our members have posted on the forum of the Star Swarm benchmark shows that it can benefit from DX11 multithreading in a big way.

The Star Swarm benchmark is seemingly contrived to make Mantle look good. It doesn't use instancing, one of the technologies in DX11 that can drastically reduce the amount of draw calls necessary by using the same geometry to draw multiple objects, and so the amount of draw calls is inflated relative to what it would be in an actual game.

And CPU and GPU utilization are poor on non Mantle systems, which really begs the question of how well it's optimized or DX..

Star Swarm doesn't use instancing because many of the objects that are using up draw calls have their own AI and pathfinding. I don't think you can instance something in that case.

All the turrents, ships, and projectiles all need their own draw calls in the demo. If there was a forest full of identical trees in space then your argument about the lack of instancing use would make sense.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
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The OP wants an objective discussion, yet refuses to acknowledge when some of his arguments are completely debunked. How can someone possibly be objective if they refuse to change their mind based on solid evidence?

He claims Mantle isn't backward compatible with DirectX. Yet refuses to accept that it doesn't need to be. The GPUs it runs on already have DirectX compatability and as such ARE backward compatible.

Show me one single game that an AMD GCN R9 card cannot play compared to a Nvidia GPU?

He then goes on to post graphs showing BF4 run at very low settings and graphs that only show Nvidia in a good light. His entire premise is based on a 5 year old game (Civ 5) with results using 5 year old tech and a modern game run at low settings.

It's because of you and wand3r3r why the last thread was locked. You just can't seem to stop engaging in ad hominem attacks and making this thread about me..

If you don't like this thread, or have some angst against me, then stop posting in it. Duh! D:

Every troll post you make I'm just going to report..
 

ShintaiDK

Lifer
Apr 22, 2012
20,378
145
106
Star Swarm doesn't use instancing because many of the objects that are using up draw calls have their own AI and pathfinding. I don't think you can instance something in that case.

All the turrents, ships, and projectiles all need their own draw calls in the demo. If there was a forest full of identical trees in space then your argument about the lack of instancing use would make sense.

The Star Swarm demo is a blatant cheat/PR stunt. Even when there is only 1 ship on the screen its extremely demanding in DX. Updates reduced performance, hidden DC that got nerfed too after it was exposed and so on.

The swarm demo is useless as any compare between Mantle and DX. And is useless for anything at all.

Thief is the next thing to test. So we will see how that works out. Sofar its been anything but a flawless release.
 

ICDP

Senior member
Nov 15, 2012
707
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Of course we now start getting the old, "anything that shows AMD/Mantle in a good light" must be debunked BS.

Star Swarm is a loaded test and cannot be taken seriously
BF4 with mantle has washed out colours and draws less detail

Please, at least lets see how Mantle matures before declaring it pointless.
 
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Arkadrel

Diamond Member
Oct 19, 2010
3,681
2
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Very well-informed and interesting post, OP. Apart from the subtle anti-AMD slant that some may take issue with, I think the goal of questioning the precedent set by Mantle is an important one. Is it really sustainable? Will it perhaps inspire refinements in DirectX and then be retired?

While it seems that one of the primary benefits of Mantle is to give a boost to AMD's weak lineup of CPUs, I doubt very highly that this was the reason that AMD developed Mantle. There are obviously some inefficiencies in DX11, and AMD saw a way to address them. As good as Nvidia's implementation of DCL is, the Civ5 example is probably more of the exception than the rule.

With more and more modern games requiring significant CPU power, and many becoming bottlenecked at 1080p, I think it's certainly right to question whether DirectX gaming is eventually going to be weighed down by the overhead even on the most powerful CPUs. We all know that CPUs aren't advancing as quickly as they used to, so this really is more than just an academic issue. When my overclocked 3770K and 4770K processors need to run at 75% capacity in BF4 just to keep up with a 1440p resolution, I do wonder what next year's game engines will require.


Or you just love old benchmarks that show AMD in a bad light?

Newer benchmarks of Civ5 show AMD in much better light than those older ones.


From a very pro nvidia source (alienbabeltech):
http://i0.wp.com/alienbabeltech.com/main/wp-content/uploads/2013/08/CHART-2.jpg?resize=640,1461


Civ5 Ultra settings 8xAA:
1920x1080:
AMD 7970 = 77,7 fps
Nvidia 770 = 80.2 fps


I know both nvidia and AMD have faster cards than those, but their about equal in other games, and in CIV5 their not that far apart either.

Techpowerup:
http://tpucdn.com/reviews/ASUS/R9_290X_Direct_Cu_II_OC/images/perfrel_1920.gif

770 = 79% of a 290x
7970 (1ghz) = 77% of a 290x

Same thing you see above in CIV5.

People are blowing things out of proportion by useing really old benchmark results.
 
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Carfax83

Diamond Member
Nov 1, 2010
6,841
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Star Swarm doesn't use instancing because many of the objects that are using up draw calls have their own AI and pathfinding. I don't think you can instance something in that case.

All the turrents, ships, and projectiles all need their own draw calls in the demo. If there was a forest full of identical trees in space then your argument about the lack of instancing use would make sense.

I just ran this benchmark, and at extreme settings, I was getting UNDER 10 FPS at times. During those times, my CPU and GPU usage plummeted.

That's also with DC enabled.

Then I disabled motion blur, and my frame rate jumped big time. Although I didn't run the entire benchmark, the lowest FPS I could see during that time was about 45 FPS, compared to 8 or 9 FPS with motion blur enabled.

A 400% increase in minimum frame rate just from disabling motion blur

So something is definitely going on.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
Or you just love old benchmarks that show AMD in a bad light?

Newer benchmarks of Civ5 show AMD in much better light than those older ones.


From a very pro nvidia source (alienbabeltech):
http://i0.wp.com/alienbabeltech.com/main/wp-content/uploads/2013/08/CHART-2.jpg?resize=640,1461


Civ5 Ultra settings 8xAA:
1920x1080:
AMD 7970 = 77,7 fps
Nvidia 770 = 80.2 fps

Already been over this ad nauseam in the old thread, and I also covered this on the first page.

You can make Civ 5 CPU or GPU bound by changing just a few simple settings. The Alienbabeltech review uses 8x MSAA for instance, which makes the test much more GPU bound, equalizing things a lot.

The Anandtech benchmarks uses 4x MSAA, which makes things more CPU bound..

I know both nvidia and AMD have faster cards than those, but their about equal in other games, and in CIV5 their not that far apart either.

Techpowerup:
http://tpucdn.com/reviews/ASUS/R9_290X_Direct_Cu_II_OC/images/perfrel_1920.gif

770 = 79% of a 290x
7970 (1ghz) = 77% of a 290x

Same thing you see above in CIV5.

People are blowing things out of proportion by useing really old benchmark results.
I don't know why you bothered posting this last bit. Only a few games are officially known to use DX11 multithreading, and none of them are in that review.

I don't even trust TPU anyway. Too many recycled benchmarks for my taste..
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,980
126
AMD only need to sponsor a 3-4 AAA games per year with Mantle and it's job done.
You mean like hardware PhysX?

Who here thinks that scenario has been a resounding success? It's a niche at best.
 

ShintaiDK

Lifer
Apr 22, 2012
20,378
145
106
You mean like hardware PhysX?

Who here thinks that scenario has been a resounding success? It's a niche at best.

And thats even with twice the marketshare. If its not universal its essentially chanceless. PhysX might have a life as CPU physics tho. But thats because everyone got a CPU
 

Will Robinson

Golden Member
Dec 19, 2009
1,408
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No,not like hardware PhysX.
More like what SSDs have done to Hard Disc drives.

Mantle gives greater access to the GCN hardware than DX and will,over time just "ridicule it".
Either Microsoft gets a move on and gives us a 21st century version of DX or its going to be running NVDA cards slower in Mantle games.
That's it.
Naturally NVDA isn't going to stand for that so I expect a similar API to appear fairly soon giving low level access to NV architecture.
Theirs probably won't work on previous generations either.
 
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ShintaiDK

Lifer
Apr 22, 2012
20,378
145
106
No,not like hardware PhysX.
More like what SSDs have done to Hard Disc drives.

Mantle gives greater access to the GCN hardware than DX and will,over time just "ridicule it".
Either Microsoft gets a move on and gives us a 21st century version of DX or its going to be running NVDA cards slower in Mantle games.
That's it.
Naturally NVDA isn't going to stand for that so I expect a similar API to appear fairly soon giving low level access to NV architecture.
There's probably won't work on previous generations either.

Why would a game studio add extra cost and development time to add Mantle on their own, when there is no payback. It doesnt work on nVidia, it doesnt work on Intel and it doesnt work on consoles.

AMD pays heavily for it to be even used. And this is AMDs official list.
http://www.amd.com/us/products/technologies/mantle/Pages/mantle.aspx#2

4 games, where one is 2015+. And one engine listed.
 

el etro

Golden Member
Jul 21, 2013
1,581
14
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I'm still believing in mantle.

5Ghz 12threads CPU(suppose to zero bottlenecks) and Mantle still have performance advantage over DirectX in Windows 8.1. In multiplayer mode. 1920x1080 and 290x standard mode.

 

Will Robinson

Golden Member
Dec 19, 2009
1,408
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0
Watch and be amazed.

The performance is there and its still only new.
Progress and innovation Shintai.

You going on record right now saying NVDA won't come out with a similar close to the metal API of their own within 18 months?

They'll likely even have a catchier name for it than Mantle and it will probably work better.
 

BFG10K

Lifer
Aug 14, 2000
22,709
2,980
126
No,not like hardware PhysX.
Exactly like hardware PhysX - lower level API, exposes extra performance, only works with one vendor with specific cards, and only in rare sponsored titles.

If someone isn't consistent with Mantle and hardware PhysX, they have a vendor bias. An impartial person either likes or dislikes both because they're fundamentally the same thing.

More like what SSDs have done to Hard Disc drives.
Replaced drives that cost 10x less per GB?

Naturally NVDA isn't going to stand for that so I expect a similar API to appear fairly soon giving low level access to NV architecture.
There's probably won't work on previous generations either.
You mean NVAPI, which has been around for at least a year?
 

RaulF

Senior member
Jan 18, 2008
844
1
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Why would a game studio add extra cost and development time to add Mantle on their own, when there is no payback. It doesnt work on nVidia, it doesnt work on Intel and it doesnt work on consoles.

AMD pays heavily for it to be even used. And this is AMDs official list.
http://www.amd.com/us/products/technologies/mantle/Pages/mantle.aspx#2

4 games, where one is 2015+. And one engine listed.

You know everyone keep bringing up AMD paying EA/DICE for BF4 exclusive support. But everyone does it, i dont think they should be knock on for that.

And look at all the BF4 codes that AMD cards and upcoming AMD CPUs are getting for free.

I am pretty sure EA/DICE did not give those away for free. Makes you wonder where that money that AMD gave them went to.




And to the OP, good thread but it does show you have already picked a side and while you try to stay objective it is clear you are on the green team. I will say that i have spend some time reading it and read the interview from maximumPC. That was very informational.




I think the biggest benefict mantle brings is to make Microsoft actually spend some money and time on the PC gaming side of the aisle instead of xbox. Would only make it better for all of us.
 
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