No Mantle on Xbox One

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GaiaHunter

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Jul 13, 2008
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Even if it's not the exact same API, I'd expect it to be damn close to the XBone "low level" API. They're both targeting the same GCN architecture. And an algorithm written to map well to GCN on the console low level API will still map well to GCN on Mantle, even if there are minor changes required in the porting.

The main problem will probably be memory management- I'm not sure how elegantly they'll be able to handle that on the dGPUs.

Although that will be managed by the mantle driver and it is on AMD hands, not in the devs.

Developers "only"* need to include in their PC port the optimization code they wrote for the consoles and flag it for mantle use.

*"only" might involve an undetermined amount of work.
 

GaiaHunter

Diamond Member
Jul 13, 2008
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Copy/Paste from a similar thread, so mostly Offtopic, but the first point pertains to this thread


Speculation is fun and I can't bite my tongue anymore...so here are my speculations about Mantle..yay

1) Offtopic from this thread, but part of another recent thread re: Mantle on XBox1 - Microsoft itself won't be supporting Mantle, but it will be supported by AMD. Only exception would be if MS decided to forbid it being used, which seems unlikely IMO.

Mantle exist to leverage the consoles optimization.
Consoles are already optimized for AMD.
Ergo there is no need for Mantle in the consoles and that is the reason Mantle was announced for the PC.
 

sandorski

No Lifer
Oct 10, 1999
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Mantle exist to leverage the consoles optimization.
Consoles are already optimized for AMD.
Ergo there is no need for Mantle in the consoles and that is the reason Mantle was announced for the PC.

Hmm, could be. Makes sense too, has this been explicitly stated by AMD or conjectured by someone?
 

GaiaHunter

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Jul 13, 2008
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Hmm, could be. Makes sense too, has this been explicitly stated by AMD or conjectured by someone?



1st bullet point - New low level interface for PCs.


Last bullet point - Leverage optimization work from next-gen game consoles to PCs.

http://www.guru3d.com/news_story/am..._exclusive_to_pc_not_present_on_xbox_one.html
When a fan asked AMD about this whole thing, AMD confirmed that Mantle is not in consoles, and will be an exclusive API for the PC:

“What Mantle creates for the PC is a development environment that’s *similar* to the consoles, which already offer low-level APIs, close-to-metal programming, easier development and more (vs. the complicated PC environment). By creating a more console-like developer environment, Mantle: improves time to market; reduces development costs; and allows for considerably more efficient rendering, improving performance for gamers. The console connection is made because next-gen uses Radeon, so much of the programming they’re doing for the consoles are already well-suited to a modern Radeon architecture on the desktop; that continuum is what allows Mantle to exist.”


Basically this "news" isn't "news".

AMD never said Mantle would exist in consoles.
Microsoft didn't say Mantle isn't the same low level API that exists in Xbone.

One may choose to believe that the DX API that exist in the XBone is exactly the same as the PC DX and no direct access to the metal exist.

But if one is reasonable, one knows that there is in fact low level access to the metal in consoles, including XBone.

Devs state it, industry journalists state it, AMD states it.
 

GaiaHunter

Diamond Member
Jul 13, 2008
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Mantle was announced for the PC.
Consoles (Xbone and PS4) are already optimized for AMD, including low level hardware access.
So Mantle is irrelevant for the consoles.
Mantle exists to leverage the low level hardware optimization work that is done for AMD hardware in the consoles and bring it to AMD hardware in the PC.

If you notice, MS didn't say mantle isn't compatible with Xbone.
MS also didn't say Mantle isn't the low level API of Xbone.

Only misinformed people (slides available at the announcement were clear) and trolls said Mantle was in the consoles.

What was said by everyone else is that Mantle is the low level API of the consoles.

It may seems a small distinction but it is important because one would mean AMD was in control of the API (DX and OpenGL ES) of the consoles while the other only means AMD is utilizing the low level part of the consoles API for their PC GCN cards.
 

ShintaiDK

Lifer
Apr 22, 2012
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MS also didn't say Mantle isn't the low level API of Xbone.

Yes they did.

http://blogs.windows.com/windows/b/appbuilder/archive/2013/10/14/raising-the-bar-with-direct3d.aspx

Other graphics APIs such as OpenGL and AMD’s Mantle are not available on Xbox One.

Only misinformed people (slides available at the announcement were clear) and trolls said Mantle was in the consoles.

What was said by everyone else is that Mantle is the low level API of the consoles.

Oh that part is hillarious. You are good for a laugh.
 

sandorski

No Lifer
Oct 10, 1999
70,179
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Ahh ok thanks. I actually just saw/read that in the other thread.

Things have certainly got interesting again these last few weeks.
 

GaiaHunter

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Jul 13, 2008
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AMD announced that Mantle is available for the PC.

In the consoles, games are already optimized for AMD hardware via direct access to the metal.

In the PC, DX doesn't allow close access to the metal.

So AMD brings Mantle to the PC to allow close to the metal access optimizations done for the consoles to work on the PC GCN cards.

Mantle is irrelevant for the consoles because what mantle does for the PC already happen in the consoles.

Again, MS said Mantle isn't available on the Xbone but AMD never claimed it was.
MS didn't say Mantle isn't the low level calls/API that allows close to the metal access on the Xbone and didn't say calls using the Mantle API aren't compatible with Xbone (because they are since GCN is GCN, be it in the consoles or the PC, so if a call work on the Xbone it works on the PC).

These news aren't news.

http://www.guru3d.com/news_story/am..._exclusive_to_pc_not_present_on_xbox_one.html

When a fan asked AMD about this whole thing, AMD confirmed that Mantle is not in consoles, and will be an exclusive API for the PC:

“What Mantle creates for the PC is a development environment that’s *similar* to the consoles, which already offer low-level APIs, close-to-metal programming, easier development and more (vs. the complicated PC environment). By creating a more console-like developer environment, Mantle: improves time to market; reduces development costs; and allows for considerably more efficient rendering, improving performance for gamers. The console connection is made because next-gen uses Radeon, so much of the programming they’re doing for the consoles are already well-suited to a modern Radeon architecture on the desktop; that continuum is what allows Mantle to exist.”

So there you have it everyone. No Mantle on consoles. Not a bad thing as the architecture of a console allows developers to ‘code to the metal’ even by using DX11.x, something that is obviously not possible on the PC.
 
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JoeRambo

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Jun 13, 2013
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Again, MS said Mantle isn't available on the Xbone but AMD never claimed it was.
MS didn't say Mantle isn't the low level calls/API that allows close to the metal access on the Xbone and didn't say calls using the Mantle API aren't compatible with Xbone (because they are since GCN is GCN, be it in the consoles or the PC, so if a call work on the Xbone it works on the PC).


Please just stop embarassing yourself and read about the following topics before posting more:

1) What is game engine
2) Game engine rendering backends
3) Graphics framework
4) Driver if applicable for platform
5) GPU hardware architecture.


Just spewing random selection of things(GCN, Mantle, Frostbite etc) from these topics makes no sense...

Warning issued for personal attack.
-- stahlhart
 
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GaiaHunter

Diamond Member
Jul 13, 2008
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Please just stop embarassing yourself and read about the following topics before posting more:

1) What is game engine
2) Game engine rendering backends
3) Graphics framework
4) Driver if applicable for platform
5) GPU hardware architecture.


Just spewing random selection of things(GCN, Mantle, Frostbite etc) from these topics makes no sense...

Feel free to actually point at the inaccuracies and go into detail instead of general statements that say nothing.
 

PrincessFrosty

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Feb 13, 2008
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What I still do not get with Mantle is the fact that close to metal programming is made possible in consoles due to a fixed hardware profile.

In the PCs, even just inside AMDs own lineup we're going to see many variants of the same technology, to me it seems like the benefits of this design have to be inherently limited, if AMD want to change their GPU architecture in future they'll have to make all sorts of changes to mantle to keep it compatible.

Mantle to my knowledge was never even announced for the consoles, and I can't see any reason why they'd use it, whatever propitiatory APIs they have are almost certainly as least, if not more efficient.
 

GaiaHunter

Diamond Member
Jul 13, 2008
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What I still do not get with Mantle is the fact that close to metal programming is made possible in consoles due to a fixed hardware profile.

In the PCs, even just inside AMDs own lineup we're going to see many variants of the same technology, to me it seems like the benefits of this design have to be inherently limited, if AMD want to change their GPU architecture in future they'll have to make all sorts of changes to mantle to keep it compatible.

Mantle to my knowledge was never even announced for the consoles, and I can't see any reason why they'd use it, whatever propitiatory APIs they have are almost certainly as least, if not more efficient.

Concerning the fixed hardware profile.
If you notice there is a mantle driver that will have to handle with the differences.
Second, these days architectures aren't that different. AMD used VLIW from 2006 to 2012. NVIDIA architecture is based on the CUDA cores since G80.

Mantle was never announced in the consoles because Mantle is a ripp-off or a close derivative or the what the consoles use. Consoles use something not named Mantle, not created and owned by AMD but that it is very similar to it at the low level metal access.

Propitiatory API or not, that API was created to interface with AMD GCN. MS and Sony didn't create it without heavy involvement of AMD.
 

tulx

Senior member
Jul 12, 2011
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Yes. Quoting AMD's latest statement: "Mantle is NOT in consoles. What Mantle creates for the PC is a development environment that's *similar* to the consoles, which already offer low-level APIs, close-to-metal programming, easier development and more (vs. the complicated PC environment)."

It's funny how they word it almost exactly like I did. At least be a good looser, ShintaiDK.
 

OatisCampbell

Senior member
Jun 26, 2013
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http://vr-zone.com/articles/gliding-obscurity-consoles-mantles-crust/60434.html

VR Zone's on the subject.

Well, this is sad. If Xbox 1 doesn't use it, PS4 won't on games that are on both. (and that's why my son won't see big differences on PS4 over Xbox 1 either- they'll code to common level of performance, not PS4 and Xbox 1 level graphics)

As consoles won't use MANTLE, PC games will be like PhysX for adoption.

I'm OK with that if AMD keeps up their end of the bargain and does the work/spends the money to get it in a few games a year.

I game on a 25X16 Dell 3007 and a 7970. If MANTLE can get me 25X16 4X MSAA in some next gen games a GTX780 can't, that would be a definite hot button for me.
 

GaiaHunter

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Jul 13, 2008
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http://vr-zone.com/articles/gliding-obscurity-consoles-mantles-crust/60434.html

VR Zone's on the subject.

Well, this is sad. If Xbox 1 doesn't use it, PS4 won't on games that are on both. (and that's why my son won't see big differences on PS4 over Xbox 1 either- they'll code to common level of performance, not PS4 and Xbox 1 level graphics)

As consoles won't use MANTLE, PC games will be like PhysX for adoption.

I'm OK with that if AMD keeps up their end of the bargain and does the work/spends the money to get it in a few games a year.

I game on a 25X16 Dell 3007 and a 7970. If MANTLE can get me 25X16 4X MSAA in some next gen games a GTX780 can't, that would be a definite hot button for me.

That article makes no sense because AMD didn't say Mantle was in the consoles in the first place.

It has been known for a while what XBone and PS4 are using for APIs - none is using mantle.

What was stated in the GPU14 mantle slides was that mantle was going to leverage the console optimizations and then the following day we had articles like the AT one suggesting that Mantle was a clone or a close derivative of the Xbone low level API.

In fact, Ryan Smith on the following articles he posted today, seems convinced that Mantle is "burrowing" the low level API from the Xbone.

http://www.anandtech.com/show/7420/...antle-support-names-xbox-one-api-direct3d-11x

Finally, in an unexpected move, Microsoft also used the blog to quickly address the subject of AMD’s Mantle API, specifically saying that the Xbox One doesn’t support it nor OpenGL. The fact that Mantle isn’t supported comes as no surprise – Xbox One already has its own low level constructs versus the still in development Mantle – but we weren’t expecting Microsoft to comment on the matter since they aren’t involved in the development of Mantle. Though this unfortunately doesn’t shed any further light on the big question of just what Mantle adopts from the low-level programming constructs in Direct3D 11.x.

http://www.anandtech.com/show/7421/amd-expands-on-microsoft-blog-post

Picking up from where we left off with Microsoft's blog post on the state of Direct3D, AMD has released their own short statement through Twitter expanding on Microsoft's blog post with respect to Mantle. Essentially reiterating their design goals for Mantle, AMD laid out why Mantle isn’t in the console (it already has a low level API) and how they intend for Mantle to bridge the gap with console code. Strictly speaking there isn’t any new information here regarding Mantle, but it does serve to provide a short and simple description of Mantle straight from AMD.

Mantle is NOT in consoles. What Mantle creates for the PC is a development environment that's *similar* to the consoles, which already offer low-level APIs, close-to-metal programming, easier development and more (vs. the complicated PC environment). By creating a more console-like developer environment, Mantle: improves time to market; reduces development costs; and allows for considerably more efficient rendering, improving performance for gamers. The console connection is made because next-gen uses Radeon, so much of the programming they're doing for the consoles are already well-suited to a modern Radeon architecture on the desktop; that continuum is what allows Mantle to exist. ^RH

Of course the big question remains unanswered: just how similar Mantle is to the Xbox One's low level API constructs? AMD has laid out a strong case for why it's important to make the porting of code from the console as easy as possible, and in the process left a number of hints indicating that Mantle should be very similar, including committing to supporting Direct3D's High Level Shader Language (HLSL) within Mantle. We should have a better and more complete picture of the full API next month when AMD's 2013 Developer Summit convenes.
 

PrincessFrosty

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Feb 13, 2008
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Concerning the fixed hardware profile.
If you notice there is a mantle driver that will have to handle with the differences.
Second, these days architectures aren't that different. AMD used VLIW from 2006 to 2012. NVIDIA architecture is based on the CUDA cores since G80.

Mantle was never announced in the consoles because Mantle is a ripp-off or a close derivative or the what the consoles use. Consoles use something not named Mantle, not created and owned by AMD but that it is very similar to it at the low level metal access.

Propitiatory API or not, that API was created to interface with AMD GCN. MS and Sony didn't create it without heavy involvement of AMD.

I figured that mantle was just a re-factoring of the low level work they'd done with consoles to simply fit on to the PC, it seems like a lot of work for them to do just for the PC platform from the ground up, so I think you're probably dead right there.

My concern isn't the consoles it's the PC, are AMD really going to keep up the work necessary to keep the drivers and the API working flawlessly across all of their cards and make sure implementation in various games work well?

What happens when the architecture changes? One thing I've brought up before is that the architecture is the way it is because it primarily caters to DirectX, what happens if MS make changes in DX requirements that make other architectures more efficient for newer features?

All of the issues that come with API and architecture evolving are going to keep piling on AMD as the years go on, I find it very hard to believe this will be something available for the long run, maybe as long as they can keep GCN up, then probably retired.
 

JoeRambo

Golden Member
Jun 13, 2013
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Feel free to actually point at the inaccuracies and go into detail instead of general statements that say nothing.

...and didn't say calls using the Mantle API aren't compatible with Xbone (because they are since GCN is GCN, be it in the consoles or the PC, so if a call work on the Xbone it works on the PC).
Hard for me to word without touching "personal attack" stuff and still explaining where (i think you could be) you are wrong in believing that Mantle API is somehow enabling magic compatibility with GCN architecture in a cross platform way. (the API call works everywhere part of it)

GCN as architecture does not mix with words API call and "compability" in same sentence. Think about the following:

1) XBone will use DX11.2 derivative API, it might get some different features, extensions sure. But it is still DX11.2 API, more or less similar to what we have on PC, MS is not reinventing wheel. What they have optimized is what is below API. It is more like a shim, tailored for their APU, that happens to be be GCN. I doubt anyone is doubting that MS would use same DX11.2 even if they chose Intel APU, just features and shim would be different.

2) PC is also using DX11.2 API with a subset (or superset) of capabilities that XBone has. API is same, architecture is the same, but game engine has to operate on what is a massive stack of things DirectX API calls into DirectX Runtime, that interfaces with a driver that follows WDDM 1.x model (driver API if you like) that interfaces with hardware. Lots of overhead that is common for any architecture, AMD, Intel etc suffer from it.

So same API is what creates compability, you can be using DX11.2 on XBox one, with certain XBox like assumptions that are not currently valid on PC ( let's say you can count on hardware being able to do 100k draw calls per second or there is some magic to tile textures).

it is this game engine compability between console way of game programming and PC way of game programming AMD is aiming to achieve. Using same render path and not having to do major logic changes in backend is holy grail for them! Again consider the following:

Xbox360 is using what is in spirit DX9 API with steroids, usage of this API is however different from PC. For example you can spam draw calls from all CPUs (pretty much have to do so, cause individual PCs are weak) and runtime will take care of them. Try that on PC and you will either fail outright cause AMD does not support this feature or have to write "special" path for Nvidia that supports it and you will probably still run in trouble cause of DX overhead. So major engine rendering backend rewrite is needed no matter where you start from PC or from Xbox360.

So this is simply not correct:

(because they are since GCN is GCN, be it in the consoles or the PC, so if a call work on the Xbone it works on the PC).
It is not correct because "how AMD will design Mantle API" is completely different question from "how will AMD implement Mantle on GCN architecture".

Neither Mantle nor DirectX cares about architecture below it as long as it supports required features, calls will work, get emulated/synthesized on new hardware with other hardware features in the future etc.
 

Subyman

Moderator <br> VC&G Forum
Mar 18, 2005
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Ryan Smith's unsubstantiated opinion is now a fact? Some of the stuff he said isn't even accurate. I addressed that article in the mantle thread and predicted AMD's API wouldn't be on either of the next gen consoles and that it has nothing to do with the API's on the consoles.

MS develops their own graphics API, D3D, Mantle was not a base, it was never on the XB1, AMD never designed the API used for it. And yes, the XB1 has DX, no it isn't the same as what we have on the PC, yes the feature sets are almost identical. It's completely irrelevant that they aren't the same, the collection of API's available on the XB1 are still called DX. No one has said it's exactly the same as what's on a PC, doesn't matter that the functions you're calling behave differently, it's still DX cuz that's what MS named it.

I don't know what you are arguing here. You are pretty much agreeing with what Ryan said. He said Mantle was based off of the type of API's MS uses (not that MS or AMD worked hand in hand to make it happen) in the Xbox One allowing something similar for PCs. He never claimed MS's API's were based off Mantle, its the other way around. He speculates that the API's are similar enough to be easily ported from One to a PC.
 

JoeRambo

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Jun 13, 2013
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Why everyone is so focused on consoles not using Mantle? MS and Sony would not abandon their APIs and there is no raison d'etre for them there and whole vendor ecosystem is against it. Mantle is PC stuff from inception, what is not known is how it is implemented, but we can speculate... I've dreamed up some example ways to implement Mantle:

1) API with function calls and data structures that are as compatible and named as ones in DirectX, but bypass most DX runtime and go directly to Mantle driver core functions. Results in happy MS legal department, but little opportunity to change resource management etc, can result in a mess.

2) API with clean slate design, but still reusing major structures. I feel AMD has gone this way, but they are not acting in logical way, their best interest is to disclose API with as many partners as early as possible etc. But hey, its a company of both 3D Now! and AMD64.

Where things get interesting are the following scenarios:

3a) Completely DirectX11.2+ compatible Mantle API with some extra extensions. It can be done as long as you remove crud from DirectX runtime/driver crust and make calls perform. DirectX is COM interface, as long as you implement it, everything will work. For example AMD can provide their ID3D11DeviceContext implementation that is working directly with Mantle calls working with "special" resources created by AMD provided ID3D11Device implementation etc. Add a bit of proprietary spice in right places and you can reap most of benefits by just recompiling with Mantle headers.

3b) A crazy variation of 3a, where no recompilation is required and Mantle works even with older, not supported games. Consider the following:
I) ENB guys are doing the following thing - they provide their own Direct3D "shim" in a image of Direct3D(Y).dll in game directory and game is loading their implementation of Direct3D COM interface that is mostly calling normal DX runtime, but with their modifications to shaders, parameters etc.
II) DarkSouls gained resolution, 60hz support exactly same way, by intercepting some DX calls.
So AMD (unlikely) or some crazy users could provide the same shim that is bypassing DX calls and going stright to Mantle (3a, 1, 2 are compatible with this approach, but require increasingly insane effort). It would not work with all games, but would give some free performance in the ones it does work.

What do you guys think?
 
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GaiaHunter

Diamond Member
Jul 13, 2008
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For reference I didn't report you. I generally never report anyone.



Obviously we are talking about low level abstract language and at that level we are indeed caring about the architecture.

I'm not talking about magic compatibility between platforms. I'm talking about optimizations that ignore the high level APi and go straight to the metal or to the hardware driver.

Game developers do this for consoles. MS talk about this.Glide did this. NVAPI does this in BF3. It isn't magic or some top secret.

If indeed the low level constructs are similar if not the same, I don't see why my sentence isn't correct.

Game engines will have indeed to have a wrapper for Mantle.

What will account for differences in hardware will be the driver mantle.
 
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JoeRambo

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Jun 13, 2013
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For reference I didn't report you. I generally never report anyone.

Yeah I know, it came out of blue sky, as non native english speaker I don't even understand the fine line of it beeing "ad hominem" (but mod is always right, i am sorry if it did offend) I was just referring to your freestyle mixing of GCN, Mantle, Architecture etc.

Obviously we are talking about low level abstract language and at that level we are indeed caring about the architecture.

I'm not talking about magic compatibility between platforms. I'm talking about optimizations that ignore the high level APi and go straight to the metal or to the hardware driver.

Game developers do this for consoles. MS talk about this.Glide did this. NVAPI does this in BF3. It isn't magic or some top secret.

If indeed the low level constructs are similar if not the same, I don't see why my sentence isn't correct.

Game engines will have indeed to have a wrapper for Mantle.

What will account for differences in hardware will be the driver mantle.

It is very true, but there is a keyword missing since your last post - GCN.

Compatibility happens or not cause of API design, not because of being on same architecture on PC and XBoxOne. But AMD will of course leverage lessons learned in Xbone, by designing it as compatible as possible. And of course there is MS, striving to make XboxOne as compatible with PC as they desire.
 

0___________0

Senior member
May 5, 2012
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I don't know what you are arguing here. You are pretty much agreeing with what Ryan said. He said Mantle was based off of the type of API's MS uses (not that MS or AMD worked hand in hand to make it happen) in the Xbox One allowing something similar for PCs. He never claimed MS's API's were based off Mantle, its the other way around. He speculates that the API's are similar enough to be easily ported from One to a PC.

No, you don't understand what Ryan said. He never said it was "based off of" he said they were the same thing. He stated Mantle was a "port" of the API used on the XB1. A port is not something tangential or "similar" to. I'm going to paste in what Ryan said in his first article: "Based on what we know thus far, we believe Mantle is the Xbox One&#8217;s low level API brought to the PC." Ryan said there would be two different API's on the XB1, Mantle and DX. He was convinced it was a "direct copy", he said AMD made their own API for the XB1 and someone have it on there; not this "AMD looked at everything MS did and then took it and made something akin to it on the PC" theory. Mantle is not based off of D3D, AMD created something unique.

He speculates that the API's are similar enough to be easily ported from One to a PC.
This doesn't make sense, if you already have two API's there's nothing to port.

Nowhere in my post did I even allege Mantle has anything in common from a development standpoint with D3D, so I certainly didn't agree with Ryan either.

Mantle was not based off of anything used on a console. That's rubbish and there's no evidence to support it. Furthermore, D3D is proprietary software and AMD cannot take it and purpose it or modify it for their own benefit.

I'm also curious, and would enjoy an explanation, as to why everyone only every talks about Mantle coming from the XB1, and never has anything to do with the PS4. I already know why, it goes back to Ryan's article, and rests on a false assumption. There doesn't need to be two different API's on it, he thinks there's only a high level DX and that AMD has to provide something lower level. An ATi GPU was in the Xbox 360 as well, where is AMD's API for that? They didn't make one, because MS handles it at their discretion.

AMD has affirmed Mantle was designed from the ground up for PC. If it was truly made from a console they'd be talking about how easy it would be to implement it in your engine, because it's already there. It's not.
 

GaiaHunter

Diamond Member
Jul 13, 2008
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No, you don't understand what Ryan said. He never said it was "based off of" he said they were the same thing. He stated Mantle was a "port" of the API used on the XB1. A port is not something tangential or "similar" to. I'm going to paste in what Ryan said in his first article: "Based on what we know thus far, we believe Mantle is the Xbox One&#8217;s low level API brought to the PC." Ryan said there would be two different API's on the XB1, Mantle and DX. He was convinced it was a "direct copy", he said AMD made their own API for the XB1 and someone have it on there; not this "AMD looked at everything MS did and then took it and made something akin to it on the PC" theory. Mantle is not based off of D3D, AMD created something unique.


This doesn't make sense, if you already have two API's there's nothing to port.

Nowhere in my post did I even allege Mantle has anything in common from a development standpoint with D3D, so I certainly didn't agree with Ryan either.

Mantle was not based off of anything used on a console. That's rubbish and there's no evidence to support it. Furthermore, D3D is proprietary software and AMD cannot take it and purpose it or modify it for their own benefit.

I'm also curious, and would enjoy an explanation, as to why everyone only every talks about Mantle coming from the XB1, and never has anything to do with the PS4. I already know why, it goes back to Ryan's article, and rests on a false assumption. There doesn't need to be two different API's on it, he thinks there's only a high level DX and that AMD has to provide something lower level. An ATi GPU was in the Xbox 360 as well, where is AMD's API for that? They didn't make one, because MS handles it at their discretion.

AMD has affirmed Mantle was designed from the ground up for PC. If it was truly made from a console they'd be talking about how easy it would be to implement it in your engine, because it's already there. It's not.

You are mixing several things.
The XBox360 have optimizations that are closer to the metal than just what is allowed for the PC DX. Consoles have low level APIs.
Despite sharing the same name DirectX in the Console and DirectX in the PC are quite different.
APIs aren't built in game engines. You have the engine and then need a wrapper for each individual API.
Ryan Smith posted a simple graphic to show what he is talking about.
.
AMD didn't ported the low level API for the Xbox360 to the PC, did they? Just because it wasn't ported it doesn't mean it wasn't there in the XBox360.
Also the ATI Xenos is based on the R520 architecture, although it has some features only implemented in the R600 (most importantly unified shaders). Xenos was had far more differences compared to the HD2900 than the APU in the Xbone compared to the 7000 and up series.
 
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