Ode to Mantle

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Despoiler

Golden Member
Nov 10, 2007
1,966
770
136
Mantle was amazing for BF4 in my usage.

Low settings, maximum FPS. I received like a 40-60fps boost to my minimums if I remember correctly. I would go from dips into the 50's and 60's in dx11 to constantly 120 fps on demanding maps. With an ancient 2500k and a r9 290. I posted pictures back in the mantle thread when it came out. I've always been chasing high fps for competitive advantages. This is where Mantle shines.

Unfortunately, the random hitches in Mantle became far too annoying for me to deal with.

This is what I saw. Frametimes were 40% less than DX11 and min fps was 50-100% higher. The patch after the Mantle patch fixed the hitching. It's insane how smooth it is compared to DX11.
 

3DVagabond

Lifer
Aug 10, 2009
11,951
204
106
This is what I saw. Frametimes were 40% less than DX11 and min fps was 50-100% higher. The patch after the Mantle patch fixed the hitching. It's insane how smooth it is compared to DX11.

When you post stuff like this it's like people put their hands over their ears and go la-la-la I can't hear you.
 

loccothan

Senior member
Mar 8, 2013
268
2
81
loccothan.blogspot.com
I recently picked up Dragon Age Inquisition and have been running it on the system in my sig (only the Q9550 is at stock settings thanks to being stuck on a g41 back-up board that I never got around to replacing). With the DX 11 renderer the game is perfectly playable at high settings but a little choppy in heavily populated areas.

I decided to give the mantle renderer a shot, and WOW, the game runs smooth as butter everywhere at high settings. Its like night and day. DA:I was the first game I've played that made me think it was time for that core upgrade I've been putting off (Married with children, don't game as much as I used to). Mantle may have just saved me a couple hundred bucks.

Reviews never really did mantle much justice as they're usually run on beefcake processors that don't bottleneck a card like my Q9550 does my 7950. I'm a true believer now, I've dipped into the punchbowl and drank the coolaide.

If this is the future Vulcan and DX12 promise, sign me up. Thanks AMD!

Also on My RIG Mantle is Great:

I'm Playing with API Mantle in BF4, Thief, DA:I (but reversed to DX11.1 cuz i need SweetFX ) CIV BE -> every Game runs smooth.
Also in BF4 Multi when Levelation occurs in DX11.1 drops from >75FPS to 38FPS but in Mantle is stable >60FPS

And YES DX12 and Vulcan (basicly all is build on Mantle Code ) will be Future.
Now i'm on Win_X 10240 RTM with CAT 15.7 + DX12 API and all games runs a lot better thanks to new API 12 - Feat 11.1 !
pCARS + 7-16FPS and now i can play with Smoke On + ReShade 19.2 & SweetFX 2.0 + HighPass_settings
 
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Spjut

Senior member
Apr 9, 2011
928
149
106
Someone might have an older PC which can support a newer graphics card, but has an older CPU. Mantle is a boon to them, reducing the need to spend hundreds of dollars on things like a new motherboard, CPU, CPU cooler, and RAM. A CPU upgrade can be much more extensive and expensive than a GPU upgrade.

As I can tell, the use case scenarios for Mantle (and also DirectX 12 and Vulkan) are these:

--Multiplayer games and strategy games with high CPU loads that can tax even mid and high end processors (Battlefield 4 is an example of this, and the Oxide game engine is targeting this).
--Getting the most out of multi-core processors thanks to superior multithreading. This especially helps AMD processors.
--Bringing down the CPU requirements in games in general to help older systems run games without requiring an upgrade. IE my brother's Q6600 system.

Exactly. Tomshardware did a "Core 2 Quad vs Ivy Bridge" test back in 2013, and even the Q9550 at 3.4 ghz held back a HD 7970 significantly.
http://www.tomshardware.com/reviews/ivy-bridge-wolfdale-yorkfield-comparison,3487-10.html


Even the first generation i5 and i7 CPUs are starting to show their age. Mantle support, and hopefully DX12 and Vulkan, is a godsend for older PCs.
 

jardows

Member
Oct 17, 2011
42
1
71
Hmm... I just received a new R9 285, and fired up Thief for the first time since getting it on a Humble Bundle. Used the built-in benchmark to compare performance and appearance at various settings. I found the highest graphics settings that would keep the min. frame rates around 30 fps - with average hitting about 50. I switched to Mantle, and min frame rates went to 45, with average over 60. This is using an Ivy Bridge Xeon processor (i7 equivalent w/o integrated graphics).
 

Headfoot

Diamond Member
Feb 28, 2008
4,444
641
126
The 285 and Fiji both are no longer getting updates for Mantle so some games may not work great with it. It'll work just fine on DX12 and Vulkan though once those hit.
 

zlatan

Senior member
Mar 15, 2011
580
291
136
The 285 and Fiji both are no longer getting updates for Mantle so some games may not work great with it. It'll work just fine on DX12 and Vulkan though once those hit.
That's bullshit. GCN 1.2 supports Mantle. And no need to do more. Of course it don't able to use some specific features, but GCN 1.2 will be as good as GCN 1.1.

With these explicit APIs the driver is not really more than a shader complier. This means all the things that was in the kernel driver now must be implemented in the application code. This will eliminate the kernel driver and all of it's server threads permanently, which helps to use the CPU more efficiently. As a drawback upgrading the driver won't do give any advantage, because the application has explicit control over the memory management, and the implemented optimizations might not works on the newer architectures as efficient as on the older ones. That's why Battlefield 4 doesn't works well on GCN 1.2, because it never get patched to support that architecture efficiently. But the never games are optimized for GCN 1.2 - out of box or with a patch.
This is exactly the same model what D3D12 and Vulkan will introduce, and it's really sad that nobody say anything about it's drawbacks. Don't get me wrong, I think these APIs will allow to create more optimized PC ports, but sure getting a new hardware that doesn't really supported on the actual games may result equal or worse performance that it's predecessor, even if the new hardware is faster in theory. The developers have to make a patch with some specific optimizations. There are several interesting strategies to make this less problematic, but on the PC it will need some bigger engine changes, so this is an ongoing research and it won't have results in the short term.
 
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Flapdrol1337

Golden Member
May 21, 2014
1,677
93
91
That's bullshit. GCN 1.2 supports Mantle. And no need to do more. Of course it don't able to use some specific features, but GCN 1.2 will be as good as GCN 1.1.

With these explicit APIs the driver is not really more than a shader complier. This means all the things that was in the kernel driver now must be implemented in the application code. This will eliminate the kernel driver and all of it's server threads permanently, which helps to use the CPU more efficiently. As a drawback upgrading the driver won't do give any advantage, because the application has explicit control over the memory management, and the implemented optimizations might not works on the newer architectures as efficient as on the older ones. That's why Battlefield 4 doesn't works well on GCN 1.2, because it never get patched to support that architecture efficiently. But the never games are optimized for GCN 1.2 - out of box or with a patch.
This is exactly the same model what D3D12 and Vulkan will introduce, and it's really sad that nobody say anything about it's drawbacks. Don't get me wrong, I think these APIs will allow to create more optimized PC ports, but sure getting a new hardware that doesn't really supported on the actual games may result equal or worse performance that it's predecessor, even if the new hardware is faster in theory. The developers have to make a patch with some specific optimizations. There are several interesting strategies to make this less problematic, but on the PC it will need some bigger engine changes, so this is an ongoing research and it won't have results in the short term.

Does this mean a developer can optimize for the different fermi iterations, keplers, maxwell 1, maxwell 2, gcn 1, 1.1 and 1.2 as well as the intel chips?

I guess most games will stick with dx11 a while longer then.
 

Headfoot

Diamond Member
Feb 28, 2008
4,444
641
126
That's bullshit. GCN 1.2 supports Mantle. And no need to do more. Of course it don't able to use some specific features, but GCN 1.2 will be as good as GCN 1.1.

With these explicit APIs the driver is not really more than a shader complier. This means all the things that was in the kernel driver now must be implemented in the application code. This will eliminate the kernel driver and all of it's server threads permanently, which helps to use the CPU more efficiently. As a drawback upgrading the driver won't do give any advantage, because the application has explicit control over the memory management, and the implemented optimizations might not works on the newer architectures as efficient as on the older ones. That's why Battlefield 4 doesn't works well on GCN 1.2, because it never get patched to support that architecture efficiently. But the never games are optimized for GCN 1.2 - out of box or with a patch.
This is exactly the same model what D3D12 and Vulkan will introduce, and it's really sad that nobody say anything about it's drawbacks. Don't get me wrong, I think these APIs will allow to create more optimized PC ports, but sure getting a new hardware that doesn't really supported on the actual games may result equal or worse performance that it's predecessor, even if the new hardware is faster in theory. The developers have to make a patch with some specific optimizations. There are several interesting strategies to make this less problematic, but on the PC it will need some bigger engine changes, so this is an ongoing research and it won't have results in the short term.

Not even remotely. Unless you call Ryan Smith vouching for AMD's own word

http://www.anandtech.com/show/9390/the-amd-radeon-r9-fury-x-review/12

[quote="Ryan Smith]The situation then is that in discussing the performance results of the R9 Fury X with Mantle, AMD has confirmed that while they are not outright dropping Mantle support, they have ceased all further Mantle optimization. Of particular note, the Mantle driver has not been optimized at all for GCN 1.2, which includes not just R9 Fury X, but R9 285, R9 380, and the Carrizo APU as well. Mantle titles will probably still work on these products – and for the record we can’t get Civilization: Beyond Earth to play nicely with the R9 285 via Mantle – but performance is another matter. Mantle is essentially deprecated at this point, and while AMD isn’t going out of their way to break backwards compatibility they aren’t going to put resources into helping it either. The experiment that is Mantle has come to an end.[/quote]
 
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monstercameron

Diamond Member
Feb 12, 2013
3,818
1
0
@zlatan From a high level pov,
Designing a game engine with multiple ways of doing x
-like shadows, or hair simulation and rendering
Doing pre install benchmark of the possible routes
- is the compute shader faster or x other shader stage.
Choose a mix of the fastest\lowest latency routes.
-tressfx hair, pcss, smaa
Or
-hair works, chss, mfaa

Sorry for the probably naive presentation of such complex systems
 

3DVagabond

Lifer
Aug 10, 2009
11,951
204
106
Does this mean a developer can optimize for the different fermi iterations, keplers, maxwell 1, maxwell 2, gcn 1, 1.1 and 1.2 as well as the intel chips?

I guess most games will stick with dx11 a while longer then.

I know you are being sarcastic with the 1st part of your post. Regarding the bold though, they are going to have DX11.3 for those devs who just want to let the API do more of the work with less optimizations on the game side.
 

MiddleOfTheRoad

Golden Member
Aug 6, 2014
1,123
5
0
Kidding me, AMD's CPUs were getting creamed. Mantle and soon DX12 is gonna give that failed uarch a breath of life. Not sure if it will boost sales but it might at least plug some holes from people waiting to jump ship long enough for Zen to manifest.

It's actually the other way around. The Intel compiler used to develop the vast majority of Windows software sandbags AMD processors. As many of us have talked about it in the CPU forums -- an FX-8350 will rival (and actually outrun in some benchmarks) an i7 3770k under Linux.

http://www.phoronix.com/scan.php?page=article&item=amd_fx8350_visherabdver2&num=1

Windows 10 appears to be leveling out the software -- as Linux has always done.
 

monstercameron

Diamond Member
Feb 12, 2013
3,818
1
0
According to some murmurs I've heard, Intel's compiler still spits out the most performant binaries even without proper optimizations. ICC outperforms gcc and llvm.
 

Red Hawk

Diamond Member
Jan 1, 2011
3,266
169
106
It's actually the other way around. The Intel compiler used to develop the vast majority of Windows software sandbags AMD processors. As many of us have talked about it in the CPU forums -- an FX-8350 will rival (and actually outrun in some benchmarks) an i7 3770k under Linux.

http://www.phoronix.com/scan.php?page=article&item=amd_fx8350_visherabdver2&num=1

Windows 10 appears to be leveling out the software -- as Linux has always done.

This is some AMDZone level conspiracy crap.
 

zlatan

Senior member
Mar 15, 2011
580
291
136
Does this mean a developer can optimize for the different fermi iterations, keplers, maxwell 1, maxwell 2, gcn 1, 1.1 and 1.2 as well as the intel chips?

I guess most games will stick with dx11 a while longer then.

This mean a devs MUST optimize for the different microarchs. There are several strategies can be user for explicit memory management, and some of these may need more specific optimization than others

D3D12 is still a much cheaper solution than D3D11, because the Xbox One code can be ported directly to PC.
 

zlatan

Senior member
Mar 15, 2011
580
291
136
Not even remotely. Unless you call Ryan Smith vouching for AMD's own word

http://www.anandtech.com/show/9390/the-amd-radeon-r9-fury-x-review/12

He asked the wrong person, but he didn't specified who was it. Probably a marketing guy. In the 15.7 Catalyst driver Mantle is updated with some functions and optimization. In fact there will be more than half-a-dozen games that uses Mantle in some way in the future. Most VR games will use Mantle with the LiquidVR SDK.
 

zlatan

Senior member
Mar 15, 2011
580
291
136
@zlatan From a high level pov,
Designing a game engine with multiple ways of doing x
-like shadows, or hair simulation and rendering
Doing pre install benchmark of the possible routes
- is the compute shader faster or x other shader stage.
Choose a mix of the fastest\lowest latency routes.
-tressfx hair, pcss, smaa
Or
-hair works, chss, mfaa

Sorry for the probably naive presentation of such complex systems

Most modern engines never built from zero. So there is a licenced or an in-house base technology than can be used. The first thing is to specify the renderer. For the consoles it isn't a big deal, because it can be built around a fixed hardware and software combination. For multiplatform/PC titles there might be more useful to write two or three renderers, to make some escape routes if the main new renderer doesn't work with all of the target machines.

Most modern console engines are compute-based now, and this is the fastest possible way. Compute doesn't mean that we only use compute shaders, it is a possibility for sure, but most of the shaders was written earlier, and this is a huge amount of codebase. It doesn't necessary to rewrite it until it gets too slow.

I'm not a huge fan of the complex middlewares like TressFX or Hairworks. These are problematic in some ways. For example Hairworks has very bad quality and very bad performance, and because of it's licence I don't able to improve it at all. TressFX has very good quality and the performance is decent, but the PPLL data structures using up a lot of memory and the only solution is the alternative mutex-based codepath, which doesn't works well on a non-GCN architecture.
 

Headfoot

Diamond Member
Feb 28, 2008
4,444
641
126
He asked the wrong person, but he didn't specified who was it. Probably a marketing guy. In the 15.7 Catalyst driver Mantle is updated with some functions and optimization. In fact there will be more than half-a-dozen games that uses Mantle in some way in the future. Most VR games will use Mantle with the LiquidVR SDK.

For GCN 1.1 or 1.2 GPUs though? What Ryan has quoted is that GCN 1.2 isn't receiving future Mantle specific updates beyond what just dropped. My advice is to not count on there being any updates to fix broken things on the Mantle side for GCN 1.2 going forward from AMD. E.g. don't expect a patch from AMD to fix 285/380/Fiji inoperability in Civilization Beyond Earth. Maybe a patch from Firaxis but not AMD. That's where we're at according to the official record as of now. Unofficially I wouldn't be surprised if a few things get patched anyways. So my original post is definitively not "bullshit"

LiquidVR is a related but separate issue
 
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omek

Member
Nov 18, 2007
137
0
0
I've got to say that Mantle is excellent. I've been playing a lot of BF4 which is absolutely solid and smooth. Lower frame rates like 40 or 50 fps are also very playable which is probably due to the frame timings. Worlds away from the stuttering mess some games can be when they are forced to run below a monitors refresh rate.

Beyond that alt-tabbing is no problem, refocusing on the game is instantaneous - the little quirks that Windows usually throws at you while gaming are completely gone which really helps to keep you immersed. I'll definitely ode to mantle.
 
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zlatan

Senior member
Mar 15, 2011
580
291
136
For GCN 1.1 or 1.2 GPUs though? What Ryan has quoted is that GCN 1.2 isn't receiving future Mantle specific updates beyond what just dropped. My advice is to not count on there being any updates to fix broken things on the Mantle side for GCN 1.2 going forward from AMD. E.g. don't expect a patch from AMD to fix 285/380/Fiji inoperability in Civilization Beyond Earth. Maybe a patch from Firaxis but not AMD. That's where we're at according to the official record as of now. Unofficially I wouldn't be surprised if a few things get patched anyways. So my original post is definitively not "bullshit".

Every GCN is supported in Mantle. Our subdivisionary has access to it, and there is full support to every GCN iteration. I don't know who is Ryan's source, but this is not the first time when he write down some faulty information. http://www.anandtech.com/show/9124/amd-dives-deep-on-asynchronous-shading ... Like this one. The table is still wrong.

Civilization Beyond Earth runs great on R9 285 (my wife PC). I didn't tried the other GCN 1.2 cards, but there shouldn't be any problem. Semiaccurate is actually able to run the Fury X in Mantle mode. https://semiaccurate.com/2015/06/24/amds-radeon-goes-premium-with-the-fury-x/
 

beginner99

Diamond Member
Jun 2, 2009
5,223
1,598
136
According to some murmurs I've heard, Intel's compiler still spits out the most performant binaries even without proper optimizations. ICC outperforms gcc and llvm.

Exactly. And it's intels compiler. Why should they optimize for AMD? AMD could build their own compiler optimizing for their CPUs.
 
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