- Mar 15, 2007
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http://www.pcper.com/news/General-T...ew-AMDs-Richard-Huddy-June-17th-4pm-ET-1pm-PT
They talk about 3 topics:
Gameworks
AMD is obviously still concerned about it. A few key points I noted from this were:
- Its possible for a game to be released and the shader program is only being run on AMD's hardware because Nvidia has already got a replacement shader in their drivers ready. Which makes it a poor benchmark.
- Nvidia is sharing source code with some developers but they are under contract not to share it with AMD, so AMD can't see it and help them optimise it.
Mantle
- Noncommittal on Linux. Said something like if its the future of gaming then AMD will go there.
- Intend to continue to support it after DX12 is released as they can release direct access to their new hardware features for those companies that want this.
- By the end of the year 2014 they are committed to releasing Mantle as a standard. That means its open to use by ISVs and for IHVs to implement it if they choose to with no licencing fees.
- DX 11 reduction in development resources did happen for Mantle - but they should be given credit for moving the industry on and informing the DX12 process that will improve gaming for everyone.
Freesync v Gsync
- Huddy claims that gsync introduces a frame of latency due to its buffer (I don't think this is the case, I think its there purely for minimum refresh rate refreshes)
- What I gathered from this discussion is that the main difference between the solutions is who is responsible for the minimum refresh rate. In Nvidia's solution the frame is buffered and if the maximum display is reached the screen refreshes. On AMDs solution the GPU is given a range of refresh rates and if it exceeds that with rendering its responsible for sending the same image again.
- Some mention of Freesync just being eDP based variable refresh rates, no mention of vblank or anything else about how it works. Still not clear how AMD is doing this.
They talk about 3 topics:
Gameworks
AMD is obviously still concerned about it. A few key points I noted from this were:
- Its possible for a game to be released and the shader program is only being run on AMD's hardware because Nvidia has already got a replacement shader in their drivers ready. Which makes it a poor benchmark.
- Nvidia is sharing source code with some developers but they are under contract not to share it with AMD, so AMD can't see it and help them optimise it.
Mantle
- Noncommittal on Linux. Said something like if its the future of gaming then AMD will go there.
- Intend to continue to support it after DX12 is released as they can release direct access to their new hardware features for those companies that want this.
- By the end of the year 2014 they are committed to releasing Mantle as a standard. That means its open to use by ISVs and for IHVs to implement it if they choose to with no licencing fees.
- DX 11 reduction in development resources did happen for Mantle - but they should be given credit for moving the industry on and informing the DX12 process that will improve gaming for everyone.
Freesync v Gsync
- Huddy claims that gsync introduces a frame of latency due to its buffer (I don't think this is the case, I think its there purely for minimum refresh rate refreshes)
- What I gathered from this discussion is that the main difference between the solutions is who is responsible for the minimum refresh rate. In Nvidia's solution the frame is buffered and if the maximum display is reached the screen refreshes. On AMDs solution the GPU is given a range of refresh rates and if it exceeds that with rendering its responsible for sending the same image again.
- Some mention of Freesync just being eDP based variable refresh rates, no mention of vblank or anything else about how it works. Still not clear how AMD is doing this.
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