DirectX vs Mantle current and long term

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Carfax83

Diamond Member
Nov 1, 2010
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I sense a dark force hovering over the "close thread" button ... maybe we can defeat it by going back to topic?

@ Carfax83

In DX11, rendering commands (aka batch/draw call) are still not thread safe.

That's why Dan call DX's attempt to MT a "failure". I would call it a "not there yet".

I would agree with you here, by calling it "not there yet." To call it a failure is too much.

Obviously it's working to some degree, because I can't recall one native DX11 game I have off the top of my head in which I am CPU bound..

Crysis 3, BF3, BF4, AC IV, Batman Arkham Origins etcetera are all GPU bound...at least on NVidia hardware.

The only CPU bound game I have is Borderlands 2, and that's DX9.
 

VulgarDisplay

Diamond Member
Apr 3, 2009
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I really do not believe AMD had any intention of going after Intel with Mantle. They are doing this 100% to garner good will from game developers. They are making moves left and right to become the go to source for gaming. In all consoles, never settle bundles/gaming evolved, giving devs low level access and a modern API, and slowly but surely making their APU's closer to being mainstream gaming parts with each iteration.

I don't see Mantle as an attempt at locking out Intel and Nvidia at all. I see it as AMD going after the gaming market. Nvidia and Intel are going after the mobile market, and AMD sees an opening to go after gamers. Mantle is just another piece in that puzzle.
 

gdansk

Platinum Member
Feb 8, 2011
2,492
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I think, for AMD, Mantle is a pretty good idea.

They could, eventually, rewrite their OpenGL and DirectX implementations in Mantle.
Then whenever they make a new architecture all they would have to implement is Mantle.

Seems easier than having to implement two different APIs every architecture.

End user Mantle? Not much excited for that.
 
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Carfax83

Diamond Member
Nov 1, 2010
6,841
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TC's Civ5 benchmark for the HD 7970 seems to be from when the HD 7000 series was released. The HD 7000 series got big performance improvements as the drivers matured.

This more recent test by Anandtech shows that Nvidia still has the advantage in Civ5, but it's less than it was before
http://www.anandtech.com/show/6774/nvidias-geforce-gtx-titan-part-2-titans-performance-unveiled/13

In the case of Civ5, it's also possible that there were alot more driver optimizations done than just adding support for DX11 multithreaded rendering.

I swear, no matter how many times I cover this, people still just don't get it.

I guess I'll repeat myself again for the 10th time.. The Civilization 5 benchmark can be either GPU, or CPU limited to varying degrees based on the hardware and the settings.

The one you just linked to right now, is more GPU bound than the one I had on the first page of this thread. Therefore, the 7970 is faster than the GTX 580.

One of the benchmarks I linked to in the first page ran at 1680x1050, making it more CPU limited, which is why the GTX 580 was able to pull ahead of the 7970. It underscores the fact that DX11 multithreading does work rather well at resolving CPU limitations:



IMO, considering the few confirmed games supporting it, you're giving DX11 multithreaded rendering far too much credit. It's a warning sign when there are so many games that DON'T support it.
There's nothing wrong with the technology. It works. Project C.A.R.S also uses it, and so did AC III. The only reason why more games don't support it is because it took awhile before the driver quality was up to snuff for it to result in significant performance increases, and AMD has never implemented it in their drivers at all.. The latter in particular has been a major obstacle to it's adoption I'd wager, because for DX11 multithreading to be fully effective, the engine has to be designed with it in mind.

Most game engines opt to use manual threading, which runs on both NVidia and AMD hardware with no issues, but I don't think is nearly as effective at reducing CPU bottlenecks...

I sure as hell will be extremely happy if the next DirectX and OpenGL even can get remotely close to closing the gap with Mantle, but that's probably happening first with Windows 9. And it'll probably require new GPUs as well. I hope DirectX 12 will be backwards compatible with current cards though, like how the DX11 API brought improvements to DX10.x as well
It would be a good move by Microsoft is DX12 would be a superset of DX11, with extended benefits and backward compatibility for DX11 cards..
 

sushiwarrior

Senior member
Mar 17, 2010
738
0
71
I swear, no matter how many times I cover this, people still just don't get it.

I guess I'll repeat myself again for the 10th time.. The Civilization 5 benchmark can be either GPU, or CPU limited to varying degrees based on the hardware and the settings.

The one you just linked to right now, is more GPU bound than the one I had on the first page of this thread. Therefore, the 7970 is faster than the GTX 580.

One of the benchmarks I linked to in the first page ran at 1680x1050, making it more CPU limited, which is why the GTX 580 was able to pull ahead of the 7970. It underscores the fact that DX11 multithreading does work rather well at resolving CPU limitations:



There's nothing wrong with the technology. It works. Project C.A.R.S also uses it, and so did AC III. The only reason why more games don't support it is because it took awhile before the driver quality was up to snuff for it to result in significant performance increases, and AMD has never implemented it in their drivers at all.. The latter in particular has been a major obstacle to it's adoption I'd wager, because for DX11 multithreading to be fully effective, the engine has to be designed with it in mind.

Most game engines opt to use manual threading, which runs on both NVidia and AMD hardware with no issues, but I don't think is nearly as effective at reducing CPU bottlenecks...

It would be a good move by Microsoft is DX12 would be a superset of DX11, with extended benefits and backward compatibility for DX11 cards..

I swear, no matter how many times everyone else says it, you still don't get the fact that you're posting a HORRIBLY OUTDATED graph with results that have changed like crazy over time.

TC's Civ5 benchmark for the HD 7970 seems to be from when the HD 7000 series was released. The HD 7000 series got big performance improvements as the drivers matured.

This more recent test by Anandtech shows that Nvidia still has the advantage in Civ5, but it's less than it was before
http://www.anandtech.com/show/6774/nvidias-geforce-gtx-titan-part-2-titans-performance-unveiled/13

In the case of Civ5, it's also possible that there were alot more driver optimizations done than just adding support for DX11 multithreaded rendering.
 

Spjut

Senior member
Apr 9, 2011
928
149
106
I swear, no matter how many times I cover this, people still just don't get it.

I guess I'll repeat myself again for the 10th time.. The Civilization 5 benchmark can be either GPU, or CPU limited to varying degrees based on the hardware and the settings.

The one you just linked to right now, is more GPU bound than the one I had on the first page of this thread. Therefore, the 7970 is faster than the GTX 580.

One of the benchmarks I linked to in the first page ran at 1680x1050, making it more CPU limited, which is why the GTX 580 was able to pull ahead of the 7970. It underscores the fact that DX11 multithreading does work rather well at resolving CPU limitations:


There's nothing wrong with the technology. It works. Project C.A.R.S also uses it, and so did AC III. The only reason why more games don't support it is because it took awhile before the driver quality was up to snuff for it to result in significant performance increases, and AMD has never implemented it in their drivers at all.. The latter in particular has been a major obstacle to it's adoption I'd wager, because for DX11 multithreading to be fully effective, the engine has to be designed with it in mind.

Most game engines opt to use manual threading, which runs on both NVidia and AMD hardware with no issues, but I don't think is nearly as effective at reducing CPU bottlenecks...

It would be a good move by Microsoft is DX12 would be a superset of DX11, with extended benefits and backward compatibility for DX11 cards..

There just doesn't seem to be any recent benchmark for Civilization V that's done at lower than 1080p.

The problem with your benchmark is that it's done with very early drivers. The GCN architecture was new, and the HD 7000 series has gotten significant improvements as the drivers have gotten better.

At its release, the HD 7970 didn't have much of a lead over the GTX 580 in many other games too, not just Civ5.
Look at the other games covered in Anandtech's HD 7970 review
http://www.anandtech.com/show/5261/amd-radeon-hd-7970-review/22


Would DX11 multithreaded rendering be better supported if AMD supported it too? Possibly. But with only one to three games currently benefiting from it, it's a huge generalization to say there's nothing wrong with it. Each game is different, and studios like Dice and Crytek aren't using it.

And let's be real now. If Dice or Crytek or any other studio did use DX11 multithreaded rendering and show a big performance advantage for Nvidia hardware, AMD wouldn't be in a position to say no.
And not a single studio would waste money and time on supporting Mantle if it just was a question of AMD's DirectX drivers being lacking.

Dice was very clear already when they were developing BF3 that it doesn't work for their use cases. And they keep contact with both AMD's and Nvidia's driver teams.
 

3DVagabond

Lifer
Aug 10, 2009
11,951
204
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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..

Was DX multi threading showing any real advantages before Win 8.1, most recently? Even now, after 5 years, it seems to work in only 2 games. People are complaining about the lack of adoption Mantle has, ans it's gonna far outstrip what DX multi thread has accomplished in it's first few months to a year.

Extensive use of instancing is one of the major peeves that Dan has w/DX. Instancing is a dumbing down of the game to make it fit inside the limits of DX. It's not a good thing from the developers perspective. It's more of a necessary evil to reduce CPU load. Actually, it's not all bad. It is good for things like grass, for example.
 

Despoiler

Golden Member
Nov 10, 2007
1,966
770
136
Everybody should read this. It's from Dan Baker who made Lore Engine for Civ5.

Quoting this again so people actually read it.

I find it odd, regardless of the CPU/GPU being the possible bottleneck in the benchmarks, that people are using Civ 5 as some kind of evidence that DX can compete with Mantle. The DEVELOPER for Civ 5 is saying that DX multithreading cannot hang in today's hardware environment let alone the future.
 

cytg111

Lifer
Mar 17, 2008
23,546
13,113
136
Oh my goodness.. how can this be legal. Same suspects, same arguments, same campaign.
"I guess I'll repeat myself again for the 10th time.." <- yea no continuation of the closed mantle thread here. "We're not the trolls you're looking for". Im done. Later.
 

MutantGith

Member
Aug 3, 2010
53
0
0
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.
...

From my perspective, and the thing that's worrying to me, is that just about any game that features hardware PhysX as a thing, there is an option that allows one to turn that feature off in the game options or ini.

The particles and cloth motion, etc.. that are rendered aren't inherent in the game play systems, and having them disabled, let's say on my 6850 machine doesn't do anything but hurt the eye candy slightly. If the PhysX is on, cool, lots of particles. If off...less particles. Easy. And in multiple titles, you can even turn on the hardware only levels with an AMD card.

I can't do that with Starswarm. Not that Starswarm is a game, but with the level of rhetoric being bandied around, it seems like there are definitely people who wish that it were. With a title like that, if those programming techniques are (allowed?, Encouraged?), there would be a clear bisection of people who could play the game, and people who effectively couldn't, all just based on which brand video card I happen to have. To make it clear, I know that the game still will run on a quad core with an NVIDIA card, but I consider 6 FPS with only one pixelated ship on screen and no actual commands being issued 'Unplayable'.

That's basically my concern. I like 4x, RPG, strategy and simulation games. I'd rather not have to either have a special machine where I can't choose hardware to just run those games, or have to at the very least exclude some of the several machines I occasionally might want to play a game on if that sort of thing becomes more common.

I'm totally fine with companies bundling in additional features and marking it as a selling point. HD3D, 3dVision, GSYNC, Eyefinity....whatever. Those are benefits that you can either enjoy or not. The difference here is that not having those benefits isn't actually typically detrimental, just ... less great.
That seems to be no longer the case. When a developer that worked on Starswarm claims that that software is optimized well for DX rendering path...I don't really know what to say. The thought that there might be games like that which I might have to either pass on or sidegrade two out of five of my current systems to be able to use is silly.
 

cytg111

Lifer
Mar 17, 2008
23,546
13,113
136
If know trolls why not to ban them?

Cant answer that for you but I can only imagine that it is not explicit enough to actually break the rules. Flying under the radar if you will. However its pretty evident that it keeps certain key and knowledgeble individuals from participating on anadtech forums, cause, well, they take the good advice from fx. stahlhart and dont feed them. Guess its the only play.
 

Gloomy

Golden Member
Oct 12, 2010
1,469
21
81
I like the idea of PhysX just like I like the idea of Mantle. I dislike both for similar reasons. I also think Mantle has a better chance of being a catalyst for change. At the moment there's no way it won't be looked at when it comes time to draw up the next non-point DX or OGL specification. That's just the nature of how these things happen.

I've said before they're the same thing, and they are. Seeing the same people who defend PhysX unleash a wave of vitriol when it comes to Mantle is sad and hilarious in equal portions.

I also think Mantle provides a much more compelling reason to buy a video card than PhysX... if it can be made to work properly.
 

realibrad

Lifer
Oct 18, 2013
12,337
898
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I can't do that with Starswarm. Not that Starswarm is a game, but with the level of rhetoric being bandied around, it seems like there are definitely people who wish that it were. With a title like that, if those programming techniques are (allowed?, Encouraged?), there would be a clear bisection of people who could play the game, and people who effectively couldn't, all just based on which brand video card I happen to have. To make it clear, I know that the game still will run on a quad core with an NVIDIA card, but I consider 6 FPS with only one pixelated ship on screen and no actual commands being issued 'Unplayable'.

So, you would rather have less options in the gaming world, so you don't have to make the choice?

Even better would be to just do away with multiple hardware companies, so that way games only have to build for that company. Imagine how awesome the would would be if AMD or Nvidia were to just stop making hardware. Devs would then spend way less time making games for multiple platforms and oh that would be great right?

If Mantle cannot open possibilities, then Devs wont want it even if AMD pays them. If Mantle does allow for new things in games, then great. Why be worried about new things when those new things offer up cool games?

Further more, people already have to make choices. Want to play new AAA games on 1080 with full eye candy? Guess what, you have to buy a card that is more than $100. Want to play the same game at 4k, now you have to buy more. The idea that innovation or new ideas will fracture the market and hold back people from having access is very very short sighted.

If you don't like something, don't buy it. If you do, then support it.
 

MutantGith

Member
Aug 3, 2010
53
0
0
So, you would rather have less options in the gaming world, so you don't have to make the choice?

Even better would be to just do away with multiple hardware companies, so that way games only have to build for that company. Imagine how awesome the would would be if AMD or Nvidia were to just stop making hardware. Devs would then spend way less time making games for multiple platforms and oh that would be great right?

If Mantle cannot open possibilities, then Devs wont want it even if AMD pays them. If Mantle does allow for new things in games, then great. Why be worried about new things when those new things offer up cool games?

Further more, people already have to make choices. Want to play new AAA games on 1080 with full eye candy? Guess what, you have to buy a card that is more than $100. Want to play the same game at 4k, now you have to buy more. The idea that innovation or new ideas will fracture the market and hold back people from having access is very very short sighted.

If you don't like something, don't buy it. If you do, then support it.

That is at the same time a gross oversimplification, straw man, and not even close to what I said. The entire point of the post was that I want more choice, that I am leery of a scheme that locks people out of performance, or worse, consigns people that buy one brand of hardware to a crippled, inferior product. The whole point was that vendor specific functions are fine when they are minor, insignificant things, but that when the entire code base of a game might depend on a vendor specific feature we're treading in very dangerous waters.

But of course, that doesn't fit into an oppositional narrative. It's unfortunate that it seems so foreign to common thought that a single person can actually appreciate the potential gains that a new development might offer, while at the same time be concerned about the ramifications of how that gain is realized.

It seems far more common that posts are jumping to whole truck loads of heavily weighted inferences and assumptions, often about some other person's motivations and agenda, in order to try and demonize people that don't wholly agree with the poster's point of view. If you have any reservations about the manner in which Mantle is being rolled out, you automatically must be a fanboy and AMD basher.

So no, my point wasn't in any way about trying to limit advancement, choice, or new ideas. I was trying to engage in an actual technical conversation about possible pitfalls and benefits, with the possible intent of weighing those against each other, and hearing other people's thoughts on the relative merit of those same issues. But I somehow think that that is unlikely to happen. I might continue to watch conversations from time to time, and maybe things will improve in the content being discussed.

Until then, I think that this response has also convinced me to follow sage advice, and realize that non-polarized posting apparently isn't exciting enough for people around here.
 

realibrad

Lifer
Oct 18, 2013
12,337
898
126
The entire point of the post was that I want more choice, that I am leery of a scheme that locks people out of performance, or worse, consigns people that buy one brand of hardware to a crippled, inferior product. The whole point was that vendor specific functions are fine when they are minor, insignificant things, but that when the entire code base of a game might depend on a vendor specific feature we're treading in very dangerous waters.

That is the flaw though. In no way does AMD force people to buy their card. Its not like Mantle made DX impossible to run on their cards. Realize it or not, your argument is that a company can only innovate so much, unless it gives away its fruits to catch others up. You are afraid that AMD will make a card that runs with this new software that is great, but only works with their stuff and that is show how bad. You are saying that if a company makes a game based only on Mantle, that is somehow bad for people. Nobody is forcing anyone to make a game based on Mantle, and nobody is being forced to buy a game based on Mantle.

A game that is based on Mantle was not possible before Mantle. While it is true that Mantle only runs on AMD, it does not mean choice was limited, because a new game can be made. Are you worried with MS comes out with a new DX and old hardware cannot run it, and old games cant use it? Are you worried when Charmin creates a huge toilet paper roll that only works with their toilet paper dispenser?
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
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The problem with your benchmark is that it's done with very early drivers. The GCN architecture was new, and the HD 7000 series has gotten significant improvements as the drivers have gotten better.

The driver date has some impact, but not as much as you think.. I posted the latest benchmark of Civ 5 on Anandtech in the old Mantle thread:



Here you see the same thing. The GTX 580 is only 1% slower than the 7970. If the benchmark had used a lower resolution, the GTX 580 would be ahead I do not doubt.

That's what DX11 multithreading does, it removes CPU bottlenecks. The 7970 is a faster card than the GTX 580, but because it doesn't use DX11 MT, it's handicapped.

Would DX11 multithreaded rendering be better supported if AMD supported it too? Possibly. But with only one to three games currently benefiting from it, it's a huge generalization to say there's nothing wrong with it.
The biggest problem with DX11 MT is that it's performance is wholly dependent on the drivers. The time it took for NVidia to come to grips with DX11 MT turned off a lot of developers, and AMD of course still to this day haven't implemented it.

For example, here is what a Capcom developer said back in 2010 about DX11 MT:

Considering the current GPU drivers (Nvidia, AMD) don't support deferred contexts, we have had to give up on the idea of multithreading.
Source

So much of the frustration by developers towards DX11 MT came from it not even being available for a long time. And even when it's available, it may not necessarily work as it's such a difficult thing for IHVs to do properly and fine tune.

Each game is different, and studios like Dice and Crytek aren't using it.
Dice would have used it if it had been available when BF3 came out, as Repi lamented. As for Crytek, I doubt it would give them much benefit as Crytek games are always heavily GPU bound, and they have exceptional manual threading implementation anyway with CryEngine 3. Crysis 3 is the most GPU bound game I've ever played personally speaking, but it uses the CPU very well...

And let's be real now. If Dice or Crytek or any other studio did use DX11 multithreaded rendering and show a big performance advantage for Nvidia hardware, AMD wouldn't be in a position to say no.
Using DX11 MT doesn't automatically guarantee a large performance increase, much the same as with Mantle. The performance increase is proportional to how CPU bound the game is..

That's why Civ 5 gives such a hefty increase with DX11 MT. BF3 MP likely would have benefited from it, but we'll never know I suppose.

Dice was very clear already when they were developing BF3 that it doesn't work for their use cases. And they keep contact with both AMD's and Nvidia's driver teams.
The BF3 slides said that they were still waiting for the drivers. And after NVidia came out with their driver, I think he said it wasn't effective.

That was years ago though. NVidia's DX11 MT algorithm has surely improved considerably since then..

AC III also uses it. The 650 Ti Boost is a much slower card than the HD 7870, but here it's pulling even in this CPU dependent benchmark. Same thing with the 7950 boost and the GTX 660:

 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
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Was DX multi threading showing any real advantages before Win 8.1, most recently? Even now, after 5 years, it seems to work in only 2 games. People are complaining about the lack of adoption Mantle has, ans it's gonna far outstrip what DX multi thread has accomplished in it's first few months to a year.

It works well in three games that are officially known, and possibly a fourth. I suspect AC IV uses it as well, but AC IV is frame rate capped at 62 and is much more GPU bound than it's predecessor so it's difficult to tell.

Now if AMD hadn't made deals with EA, Oxide etcetera, do you think they would still use it?

Extensive use of instancing is one of the major peeves that Dan has w/DX. Instancing is a dumbing down of the game to make it fit inside the limits of DX. It's not a good thing from the developers perspective. It's more of a necessary evil to reduce CPU load. Actually, it's not all bad. It is good for things like grass, for example.
Repi credits instancing with major CPU performance increases in BF3 and BF4.. There's nothing wrong with instancing, as long as it doesn't curtail the artists' vision.

Much of the artwork in games has always been repetitive anyway..
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
Quoting this again so people actually read it.

I find it odd, regardless of the CPU/GPU being the possible bottleneck in the benchmarks, that people are using Civ 5 as some kind of evidence that DX can compete with Mantle. The DEVELOPER for Civ 5 is saying that DX multithreading cannot hang in today's hardware environment let alone the future.

This is the same developer that was extolling the benefits and virtues of DX11 MT when he made his Firaxis Lore presentation.

And Project C.A.R.S which is due out this year uses the technology.. Hopefully Witcher 3 and Watch Dogs uses it as well :awe:
 

Spjut

Senior member
Apr 9, 2011
928
149
106
The driver date has some impact, but not as much as you think.. I posted the latest benchmark of Civ 5 on Anandtech in the old Mantle thread:

Here you see the same thing. The GTX 580 is only 1% slower than the 7970. If the benchmark had used a lower resolution, the GTX 580 would be ahead I do not doubt.

That's what DX11 multithreading does, it removes CPU bottlenecks. The 7970 is a faster card than the GTX 580, but because it doesn't use DX11 MT, it's handicapped.

The biggest problem with DX11 MT is that it's performance is wholly dependent on the drivers. The time it took for NVidia to come to grips with DX11 MT turned off a lot of developers, and AMD of course still to this day haven't implemented it.

For example, here is what a Capcom developer said back in 2010 about DX11 MT:

Source

So much of the frustration by developers towards DX11 MT came from it not even being available for a long time. And even when it's available, it may not necessarily work as it's such a difficult thing for IHVs to do properly and fine tune.

Dice would have used it if it had been available when BF3 came out, as Repi lamented. As for Crytek, I doubt it would give them much benefit as Crytek games are always heavily GPU bound, and they have exceptional manual threading implementation anyway with CryEngine 3. Crysis 3 is the most GPU bound game I've ever played personally speaking, but it uses the CPU very well...

Using DX11 MT doesn't automatically guarantee a large performance increase, much the same as with Mantle. The performance increase is proportional to how CPU bound the game is..

That's why Civ 5 gives such a hefty increase with DX11 MT. BF3 MP likely would have benefited from it, but we'll never know I suppose.

The BF3 slides said that they were still waiting for the drivers. And after NVidia came out with their driver, I think he said it wasn't effective.

That was years ago though. NVidia's DX11 MT algorithm has surely improved considerably since then..

AC III also uses it. The 650 Ti Boost is a much slower card than the HD 7870, but here it's pulling even in this CPU dependent benchmark. Same thing with the 7950 boost and the GTX 660:


You say yourself that the HD 7970 is handicapped by the lack of DX11 multithreaded rendering in that benchmark, but at the same time, the HD 7970 Ghz edition manages to pull out ten additional FPS, ending up not that far from the GTX 680.

Nvidia did have multithreaded drivers available before BF3 was released, and Dice did experiment with it. It also still isn't being used in BF4.
Dice, and the other studios as well, have contact with AMD's and Nvidia's driver teams. They can make specific requests for driver improvements.

If this is what you're referring to from Dice, notice on page 34 that the slide actually says "Still no performant drivers available for our use case". It doesn't say no driver.
http://www.slideshare.net/DICEStudio/directx-11-rendering-in-battlefield-3

And what drivers are being used for that Assassins Creed 3 test? And isn't Assassins Creed 3 also part of The way it's meant to be played program? It's not unusual for either Gaming Evolved or TWIMTBP titles to need some driver work in order to catch up.
 

MutantGith

Member
Aug 3, 2010
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0
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When the advantage is manufactured out of code deliberately designed to cripple the alternate API to which it is compared against, then yes, I have a problem with it.

There are two extant examples of code running with a native Mantle render path.

The first example seems to gain significant advantages by using Mantle, compared to the previous only DX rendering path. This full game offers a performance boost under a wide range of situations to a wide range of hardware. Someone that had a marginally effective gaming machine yesterday, may actually be able to run this game with some higher details, or even run this game satisfactorily at all with this code boost. Kudos.

Innovation, progress, and a game that can be effectively played by people at varying settings in varying ways (eg 4k resolutions, all the eye candy single player, vs no frame tearing 144Hz monitor, low details, need every ms competitive multiplayer). Because this is a game, and people are playing it, it conforms to all of the old PC gaming rules. You can granularly change settings, adjust your resolution, sniff out system bottlenecks, and attempt wherever possible to dial in the performance to the best extent you can on your hardware, as long as you have reasonable expectations.

This is good. (in my opinion)

The second example of the software is not a game. It is a benchmarking tool, or maybe it is a stress test, or...well a tech demo. It's not super well defined. It is, however, primarily a marketing tool at this point. It too shows massive perfomance increases by using the Mantle API. It does so however, by effectively sabotaging DirectX.

This software offers performance about what you might expect for a 4x game under hardware that is Mantle compliant, and cripples performance on rigs that can run other unit heavy strategy titles with no problem at lower detail settings. Someone that had a wholly effective gaming machine yesterday, now finds themselves with a less effective machine when trying to run this software.

The designers know how to program something that would work in DirectX, and then chose not to do that. They specifically targeted the weak point in the DX rendering pipeline, and hammered it as hard as they could, choosing incredibly inefficient code paths in order to accentuate that bottleneck as much as humanly possible while still allowing for it to run at all. Everything is all about batch count and draw calls, and all of the optimization techniques and intelligent code practices that have been in place to allow developers to simulate detail with currently available hardware was thrown out the window. This was all done with no significant image quality gain, no massive, playable ability to engage in a game in a way you couldn't before, nothing at all along those lines. While it's cool to say that there is AI controlling every little object (apparently including plasma bolts that should pretty much fly in a straight line), how helpful is that? Huge numbers of calculations are being done to come to a decision about how many fighters in which wing get blown up, something other 4x games have been doing easily with a little bit of abstract game formulation for years. While it is neat to be able to say that there are 200 fighters or whatever in a wing...how many of those do I need to be able to control in a real time game...how many can I functionally individually control?

This software works far better with Mantle as well. But it does so primarily in contrast to DirectX, for which the software runs like ill flowing frozen Molasses in January. This software has options that you can toggle, but outside of the TemporalAA/Motion Blur, they have little effect. And the one option that has the biggest impact, Mantle, is something most people that have gaming PC's can not toggle. They have one set of hardware, and they are either in or out. This software does not conform to the typical ability most PC gamers have of being able to compensate for hardware age using options or controls.

This is bad (again, in my opinion)

If you can't see why there is a difference in these scenarios, and how they illustrate potential concern for people that at the end of the day just like to game, then I'm sorry. I'm not sure how much more I can explain it.

When Dragon Age Inquisition comes out on PC, I would like for my biggest concern to be weather or not I think the gameplay is closer to DA:Origins or DA2, and how I feel about that. I don't want the concern to be weather the Frostbite 3 engine has decided that it really ought to render 500 mosquitos with individual AI into each outdoor scene, which is subsequently tanking frame rate on any computer I own that doesn't have a 290x in it.

As long as "Independant, volumetric, motion blurred vermin" is a toggle feature in the config menu - great. People that are into that and have GCN card, have at it. Other people can go about slaying darkspawn and casting spells. When it ceases to be in the menu, and is baked into the code "Because...objects!, Realism!", that's when I feel we have a problem. At that point, my ability to enjoy 99% of a triple A game in an genre I like may be negatively impacted because of what should be an optional feature, but now isn't.

But look at that, I already failed and went back on my resolution, and posted a wall of text to boot. I'll try not to let it happen again.

TL;DR - There is no TL;DR
 

Piroko

Senior member
Jan 10, 2013
905
79
91
Repi credits instancing with major CPU performance increases in BF3 and BF4.. There's nothing wrong with instancing, as long as it doesn't curtail the artists' vision.

Much of the artwork in games has always been repetitive anyway..
I'm sort of confused with this statement. It's not like artists want to be repetitive in outdoor enviroments. And it isn't even the only way to do it in a cost effective manner, in fact something like this here could be fairly simple for mapmakers to handle (think brush tool).


Anyways, is someone in here able and willing to explain the amount of work that is needed on the game developers side to implement concurrent creates and command lists? It doesn't seem to be trivial at least with its low adoption rate currently.
 

Deceneu

Junior Member
Jan 14, 2014
23
0
0
On short term Mantle looks better than Direct X .
On long term there will be only Open GL and Mantle around.
Direct X looks like a failed/finished API.
Direct X involves bigger costs for developers and it will be dropped naturally
 
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