[sweclockers] AMD coming out with ARM soc for tablets with GCN graphics

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cytg111

Lifer
Mar 17, 2008
23,546
13,113
136
Erm...why? How does that make it different from, say, CUDA?

In this scenario CUDA would be DirectX

Mantle is a direct "to this specific metal" patch to games.
Think 3DNow! patches all over again, allbeit the next CPU may not support 3DNow! but 3DNow! II .. So you need a new patch.
There is good and there is bad.
You'll need the patch! Without it you're screwed on an APU. Get the patch? - You gain awsome performance - Rock'n Roll dancing with the stars.
 
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SammichPG

Member
Aug 16, 2012
171
13
81
The whole benefit of Mantle dies if it is to be cross ISA compatible. Then we can just as well stay with OpenGL and DirectX.

No sane game developer will skip opengl or dx.

I'm not amazed by proprietary apis (I still remember my matrox powervr struggling in a world of glide games), but you sound scared or angry for some reason.
 

MightyMalus

Senior member
Jan 3, 2013
292
0
0
Mantle is a direct "to this specific metal" patch to games. Think 3DNow! patches all over again, allbeit the next CPU may not support 3DNow! but 3DNow! II .. So you need a new patch. There is good and there is bad. You'll need the patch! Without it you're screwed on an APU. Get the patch? - You gain awsome performance - Rock'n Roll dancing with the stars.

But isn't that like everything else? How is that any different than needing OGL 4 when you have OGL 3? Or DX 11.1 when you have 11? Or when you are running Flash 10 and you need 11.8? Or Java 7? Or Android 4? Or iOS 7?

What is this "patch", why is it different? How is it different than what we already have?

And if you need new hardware?(Like everything else...) What's so bad about it?
Aren't we used to this?
 

cytg111

Lifer
Mar 17, 2008
23,546
13,113
136
But isn't that like everything else? How is that any different than needing OGL 4 when you have OGL 3? Or DX 11.1 when you have 11? Or when you are running Flash 10 and you need 11.8? Or Java 7? Or Android 4? Or iOS 7?

What is this "patch", why is it different? How is it different than what we already have?

And if you need new hardware?(Like everything else...) What's so bad about it?
Aren't we used to this?

It is different cause you have one API taking care of everything, all the legacy. You can move it around but the ah heck is still gonna be in there somewhere.

Compare it to x86 and all the talk about how much better we would be with a more modern ISA. They are right. The story is that a couple of IBM'ers hacked up x86 in two weeks and that is still what we have today .. due to legacy. If we were able to shed that legacy easily we would all be running some iteration of itanium by now (wish we were). Point being, being dead hard on backwards compatability and on multiple platforms will eventually crawl you down to a slow. Back when DX was thought up the idea of an APU didnt exist so how could they anticipate for it?

There is good and there is bad. Yes we should consolidate api's for all the right reasons and we should also abandon the same apis for another set of good reasons. While Mantle isnt event in revision 1.0 ... i really dont understand all the judgement. It could be great.
 

Dresdenboy

Golden Member
Jul 28, 2003
1,730
554
136
citavia.blog.de
The whole benefit of Mantle dies if it is to be cross ISA compatible.
And what would happen, if it doesn't have to?

GCN seems to be arch independent to some extent, since it's a scalar ISA part (ctrl flow, scalar ops) + a vector ISA part (512b SIMD).

Improvements to the overall arch could happen w/o changing existing ISA definitions, but just extending them, which would mean backwards compatibility to existing code.

The same way it worked for x86.
 

mrmt

Diamond Member
Aug 18, 2012
3,974
0
76
And what would happen, if it doesn't have to?

GCN seems to be arch independent to some extent, since it's a scalar ISA part (ctrl flow, scalar ops) + a vector ISA part (512b SIMD).

Improvements to the overall arch could happen w/o changing existing ISA definitions, but just extending them, which would mean backwards compatibility to existing code.

The same way it worked for x86.

This might be possible, but that means a lot of development and validation effort from AMD, and I think we can agree that this is far more effort than the company has been giving on its entire life. AMD usually goes to a "we build hardware and software will catch up later".

So can we expect AMD to give the same level of support and thought that Intel gives to x86? IMO this is a risky proposition.
 

Vesku

Diamond Member
Aug 25, 2005
3,743
28
86
It is different cause you have one API taking care of everything, all the legacy. You can move it around but the ah heck is still gonna be in there somewhere.

Compare it to x86 and all the talk about how much better we would be with a more modern ISA. They are right. The story is that a couple of IBM'ers hacked up x86 in two weeks and that is still what we have today .. due to legacy. If we were able to shed that legacy easily we would all be running some iteration of itanium by now (wish we were). Point being, being dead hard on backwards compatability and on multiple platforms will eventually crawl you down to a slow. Back when DX was thought up the idea of an APU didnt exist so how could they anticipate for it?

There is good and there is bad. Yes we should consolidate api's for all the right reasons and we should also abandon the same apis for another set of good reasons. While Mantle isnt event in revision 1.0 ... i really dont understand all the judgement. It could be great.

I haven't seen a good argument for how being stuck with legacy instructions has massively held back x86 CPUs. It's not as if CPUs that haven't been restricted by legacy support are performing significantly better in the same categories.

Also, it's going to be hard for any CPU design that relies a lot on software optimizing to make gains in the consumer computing space. There's plenty of terrible software as it stands now in the WinTel ecosystem and that's without that extra responsibility on the software developers.
 

raghu78

Diamond Member
Aug 23, 2012
4,093
1,475
136
I am quite aware of your logic. So the day GCN goes out, Mantle goes out.

You realize that the R600 architecture which launched in Xbox 360 and HD 2900 XT (May 2007) powered all GPUs till HD 6970 (Dec 2011). remember VLIW4 was just a tweak to the same VLIW5 architecture.

similarly GCN has a long life ahead and as the architecture which powers the next gen consoles PS4 / XB1 it should have no problem. GCN 2.0 will drive the upcoming Hawaii chip and there will be future iterations which maintain the core architectural compatibility with the original GCN 1.0. Obviously the future products will be super sets and support higher efficiency, more advanced functionality and bring higher performance. The GCN architecture and its enhancements should be around till 2016 or even further.

here is the same question you raise asked by hardware.fr to Raja koduri

http://www.hardware.fr/focus/89/amd-mantle-interview-raja-koduri.html

"Could we imagine that in a couple of years, a future architecture won't be able to run the first Mantle games ? Or did you design Mantle to be forward compatible ? There's always this kind of tradeoff with a lower level access…

RK -
Those are all great questions but… Frankly we'll see how it goes. At the end of the day forward compatibility and backward compatibility are important aspects but if they're getting in the way of solving a problem at a given point of time, if they're getting in the way of exposing something that the new hardware is capable of that makes the game be hundred times more realistic, we have to be practical about it and that’s how we move things forward. We move technology forward and at some point of time we have to say "out with the old compatibility", and move forward. If not you get stuck. "

Sandy, ivy and haswell are all tweaks on the foundation laid down by Nehalem. higher IPC, newer instruction sets like AVX / AVX 2. But they are not radical departures from the Nehalem core. all code which was written for nehalem works on haswell . but the vice versa need not be true. maintaining such a compatibility for 5 - 6 years on the future GCN GPUs is possible.
 
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Insert_Nickname

Diamond Member
May 6, 2012
4,971
1,692
136
You realize that the R600 architecture which launched in Xbox 360 and HD 2900 XT (May 2007) powered all GPUs till HD 6970 (Dec 2011). remember VLIW4 was just a tweak to the same VLIW5 architecture.

Wasn't the Xbox360's Xenos the first ATI/AMD GPU with unified shaders? Far as I remember, apart from the unified shaders, it had a lot in common with the previous R520 architecture, which goes all the way back to the R300 (Radeon 9700PRO) which launched in 2002.
 
Aug 11, 2008
10,451
642
126
But isn't that like everything else? How is that any different than needing OGL 4 when you have OGL 3? Or DX 11.1 when you have 11? Or when you are running Flash 10 and you need 11.8? Or Java 7? Or Android 4? Or iOS 7?

What is this "patch", why is it different? How is it different than what we already have?

And if you need new hardware?(Like everything else...) What's so bad about it?
Aren't we used to this?[/QUOTE

Well, the negative I see is that it is hardware specific. It not like everyone can benefit from it. That is just unfortunate if you have nVidia, but I fear even worse is that it could slow improvements in direct x and lead developers to make poorly optimized Dx code paths. After all, there is a limited amount of resources a developer can devote to a PC port, and I am sure amd will be "encouraging" developers in GE games to devote as many resources to mantle as possible. And if nVidia cones out with their own response, that is even more to code for.

And I an not as cavilair as you seen to be about getting new hardware.
 

Dresdenboy

Golden Member
Jul 28, 2003
1,730
554
136
citavia.blog.de
This might be possible, but that means a lot of development and validation effort from AMD, and I think we can agree that this is far more effort than the company has been giving on its entire life. AMD usually goes to a "we build hardware and software will catch up later".
No, we can't agree on this.

No question, that a GCN based GPU architecture needs a lot of (usually automated) validation effort. The GCN ISA spec could give an impression. But the VLIW based archs were created with not much less complexity. And why would an evolutionary development path of future GCN designs cause more work than from scratch designs?

Also their work with developers and contributions to GCC in the past tell a different story than you.

So can we expect AMD to give the same level of support and thought that Intel gives to x86? IMO this is a risky proposition.
Is that comparable?

IMO this is not a risky proposition.
 

blackened23

Diamond Member
Jul 26, 2011
8,548
2
0
Well, the negative I see is that it is hardware specific. It not like everyone can benefit from it. That is just unfortunate if you have nVidia, but I fear even worse is that it could slow improvements in direct x and lead developers to make poorly optimized Dx code paths. After all, there is a limited amount of resources a developer can devote to a PC port, and I am sure amd will be "encouraging" developers in GE games to devote as many resources to mantle as possible. And if nVidia cones out with their own response, that is even more to code for.

Erm, i'm confused, but I simply hopped in to the last page of this thread.

If you're discussing mantle, first, with regards to DirectX. It took MS nearly 10 years to evolve from DX9 to DX11. The technology for tessellation was around in 2006 but it took them forever to catch up - so the suggestion that DX will slow? Sorry, the truth is that MS are the ones that are slow, period.

Secondly, I don't really feel Mantle will require more developer resources - what you're unaware of is that AMD is targetting Mantle at games engines, not specific game developers. The fact of the matter is, there are 2-3 game engines that power 85% of games across all platforms, and Unreal Engine is the biggest; AMD is trying to get Mantle functionality into these engines - If the engine supports Mantle, any developer using that engine will have Mantle access by simply licensing it. This does not require more developer resources. Frostbite 3 is the first, Crytek has also expressed optimism regarding Mantle, and UE3/4 will be the next choice. AMD is not going to have a situation where they talk to 3000 developers and waste time doing this. They do not have to. All they have to do is get engine functionality - with Frostbite 3 powering nearly every EA game for the next 1-2 years, every developer using Frostbite 3 will have Mantle access. This includes the upcoming NFS and Dragon Age: Inquisition games.

While the performance gains associated with Mantle remain to be seen, I think it's a great idea. Fact of the matter is, highly respected developers have lamented the API situation with DirectX because MS is lazy, period. MS will not provide low level access - consider the fact that PC dGPUs are 25 times more powerful than current consoles. Yet we can only harness a TINY fraction of that. If a new situation comes along where that can be partially rectified, i'm all for it. DirectX made sense in 1998 because there were 10 proprietary 3d chips with no standards - such as the rendition verite, s3 virge, 3dfx, among many others. Now we still have directX for catch all functionality, while DirectX is lagging in development and does not let us harness the potential of our hardware.

I don't know how this ties in to the topic, but this is my view of Mantle. It's a good thing. I have no opinion on the ARM based SOCs that AMD is creating, though, I don't see anything there that could differentiate AMD from the many other ARM SOC vendors. If you're discussing something other than Mantle, my mistake.
 
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MightyMalus

Senior member
Jan 3, 2013
292
0
0
If you're discussing mantle, first, with regards to DirectX. It took MS nearly 10 years to evolve from DX9 to DX11. The technology for tessellation was around in 2006 but it took them forever to catch up - so the suggestion that DX will slow? Sorry, the truth is that MS are the ones that are slow, period.

Yup, I agree with this and this is even more true for OpenGL, yeah, they extend it, but mayor versions with similar functionality took awhile to catch up to DX. But, this is not about other API's, this is about an API from the vendor, this is even better!


Secondly, I don't really feel Mantle will require more developer resources - what you're unaware of is that AMD is targetting Mantle at games engines, not specific game developers. The fact of the matter is, there are 2-3 game engines that power 85% of games across all platforms, and Unreal Engine is the biggest; AMD is trying to get Mantle functionality into these engines - If the engine supports Mantle, any developer using that engine will have Mantle access by simply licensing it. This does not require more developer resources. Frostbite 3 is the first, Crytek has also expressed optimism regarding Mantle, and UE3/4 will be the next choice. AMD is not going to have a situation where they talk to 3000 developers and waste time doing this. They do not have to. All they have to do is get engine functionality - with Frostbite 3 powering nearly every EA game for the next 1-2 years, every developer using Frostbite 3 will have Mantle access. This includes the upcoming NFS and Dragon Age: Inquisition games.

Another thing that could happen is for DX and OGL to target Mantle for AMD instead. Why? Mantle being "higher" than its ISA, it should be easier to maintain and less prone to problems and maybe also easier to bring about the functionality of the hardware.


MS will not provide low level access

I think they did, this year. Low latency DX API's? Going by memory...

I have no opinion on the ARM based SOCs that AMD is creating, though, I don't see anything there that could differentiate AMD from the many other ARM SOC vendors. If you're discussing something other than Mantle, my mistake.

Simply bringing their GPU's to ARM based SoC's it seems. The next NV vs AMD battle will be on that market. AMD seems to be going the same way as always, which isn't a bad thing. NV is going for the riskier move in a very competitive market already.

Exciting!
 
Aug 11, 2008
10,451
642
126
You realize that the R600 architecture which launched in Xbox 360 and HD 2900 XT (May 2007) powered all GPUs till HD 6970 (Dec 2011). remember VLIW4 was just a tweak to the same VLIW5 architecture.

similarly GCN has a long life ahead and as the architecture which powers the next gen consoles PS4 / XB1 it should have no problem. GCN 2.0 will drive the upcoming Hawaii chip and there will be future iterations which maintain the core architectural compatibility with the original GCN 1.0. Obviously the future products will be super sets and support higher efficiency, more advanced functionality and bring higher performance. The GCN architecture and its enhancements should be around till 2016 or even further.

here is the same question you raise asked by hardware.fr to Raja koduri

http://www.hardware.fr/focus/89/amd-mantle-interview-raja-koduri.html

"Could we imagine that in a couple of years, a future architecture won't be able to run the first Mantle games ? Or did you design Mantle to be forward compatible ? There's always this kind of tradeoff with a lower level access…

RK -
Those are all great questions but… Frankly we'll see how it goes. At the end of the day forward compatibility and backward compatibility are important aspects but if they're getting in the way of solving a problem at a given point of time, if they're getting in the way of exposing something that the new hardware is capable of that makes the game be hundred times more realistic, we have to be practical about it and that’s how we move things forward. We move technology forward and at some point of time we have to say "out with the old compatibility", and move forward. If not you get stuck. "

Sandy, ivy and haswell are all tweaks on the foundation laid down by Nehalem. higher IPC, newer instruction sets like AVX / AVX 2. But they are not radical departures from the Nehalem core. all code which was written for nehalem works on haswell . but the vice versa need not be true. maintaining such a compatibility for 5 - 6 years on the future GCN GPUs is possible.

Yea, and if getting rid of compatibility with legacy code just happens to screw our competitor, that is a nice side benefit.
 

Dresdenboy

Golden Member
Jul 28, 2003
1,730
554
136
citavia.blog.de
Yea, and if getting rid of compatibility with legacy code just happens to screw our competitor, that is a nice side benefit.
Is that a FUD attempt?

Ever heard of separate SSE2 or 3DNow! code paths years ago? For commercial software there always was a mass market compatible code path. This will be DX11 in case of Frostbite.
 
Aug 11, 2008
10,451
642
126
Erm, i'm confused, but I simply hopped in to the last page of this thread.

If you're discussing mantle, first, with regards to DirectX. It took MS nearly 10 years to evolve from DX9 to DX11. The technology for tessellation was around in 2006 but it took them forever to catch up - so the suggestion that DX will slow? Sorry, the truth is that MS are the ones that are slow, period.

Secondly, I don't really feel Mantle will require more developer resources - what you're unaware of is that AMD is targetting Mantle at games engines, not specific game developers. The fact of the matter is, there are 2-3 game engines that power 85% of games across all platforms, and Unreal Engine is the biggest; AMD is trying to get Mantle functionality into these engines - If the engine supports Mantle, any developer using that engine will have Mantle access by simply licensing it. This does not require more developer resources. Frostbite 3 is the first, Crytek has also expressed optimism regarding Mantle, and UE3/4 will be the next choice. AMD is not going to have a situation where they talk to 3000 developers and waste time doing this. They do not have to. All they have to do is get engine functionality - with Frostbite 3 powering nearly every EA game for the next 1-2 years, every developer using Frostbite 3 will have Mantle access. This includes the upcoming NFS and Dragon Age: Inquisition games.

While the performance gains associated with Mantle remain to be seen, I think it's a great idea. Fact of the matter is, highly respected developers have lamented the API situation with DirectX because MS is lazy, period. MS will not provide low level access - consider the fact that PC dGPUs are 25 times more powerful than current consoles. Yet we can only harness a TINY fraction of that. If a new situation comes along where that can be partially rectified, i'm all for it. DirectX made sense in 1998 because there were 10 proprietary 3d chips with no standards - such as the rendition verite, s3 virge, 3dfx, among many others. Now we still have directX for catch all functionality, while DirectX is lagging in development and does not let us harness the potential of our hardware.

I don't know how this ties in to the topic, but this is my view of Mantle. It's a good thing. I have no opinion on the ARM based SOCs that AMD is creating, though, I don't see anything there that could differentiate AMD from the many other ARM SOC vendors. If you're discussing something other than Mantle, my mistake.

Yes, I was talking about mantle. I am not a programmer, so I could be wrong, but even if mantle is "built in" to the engine, just intuitively it seem to me that it would still require more time and effort to design, test and optimize 2 separate code paths.
 

blackened23

Diamond Member
Jul 26, 2011
8,548
2
0
None of the engines Mantle is targeting are removing DX11. That is, put simply, an incorrect assessment of the situation. AMD is not targeting single developers. They are targeting engines, and none of these engines will lose DX11. Nvidia will still thrive because they make awesome products with great software and great DX11 performance.

This is simply AMD's value add, and we don't know how well Mantle even performs yet. It could be very worthwhile, or not, but I applaud AMD's effort to match nvidia's efforts to create value added features. Nvidia has physx, TXAA, and all that stuff and it works only on NV hardware. Mantle is AMD's value add. Period. Stating that DX11 will go away because of Mantle is just not correct - all of the engines that Mantle is directed to will still have excellent DX11 implementations. And nvidia will still be nvidia - they will release awesome products with great software just as they always have.
 
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Enigmoid

Platinum Member
Sep 27, 2012
2,907
31
91
Erm, i'm confused, but I simply hopped in to the last page of this thread.

If you're discussing mantle, first, with regards to DirectX. It took MS nearly 10 years to evolve from DX9 to DX11. The technology for tessellation was around in 2006 but it took them forever to catch up - so the suggestion that DX will slow? Sorry, the truth is that MS are the ones that are slow, period.

Secondly, I don't really feel Mantle will require more developer resources - what you're unaware of is that AMD is targetting Mantle at games engines, not specific game developers. The fact of the matter is, there are 2-3 game engines that power 85% of games across all platforms, and Unreal Engine is the biggest; AMD is trying to get Mantle functionality into these engines - If the engine supports Mantle, any developer using that engine will have Mantle access by simply licensing it. This does not require more developer resources. Frostbite 3 is the first, Crytek has also expressed optimism regarding Mantle, and UE3/4 will be the next choice. AMD is not going to have a situation where they talk to 3000 developers and waste time doing this. They do not have to. All they have to do is get engine functionality - with Frostbite 3 powering nearly every EA game for the next 1-2 years, every developer using Frostbite 3 will have Mantle access. This includes the upcoming NFS and Dragon Age: Inquisition games.

While the performance gains associated with Mantle remain to be seen, I think it's a great idea. Fact of the matter is, highly respected developers have lamented the API situation with DirectX because MS is lazy, period. MS will not provide low level access - consider the fact that PC dGPUs are 25 times more powerful than current consoles. Yet we can only harness a TINY fraction of that. If a new situation comes along where that can be partially rectified, i'm all for it. DirectX made sense in 1998 because there were 10 proprietary 3d chips with no standards - such as the rendition verite, s3 virge, 3dfx, among many others. Now we still have directX for catch all functionality, while DirectX is lagging in development and does not let us harness the potential of our hardware.

I don't know how this ties in to the topic, but this is my view of Mantle. It's a good thing. I have no opinion on the ARM based SOCs that AMD is creating, though, I don't see anything there that could differentiate AMD from the many other ARM SOC vendors. If you're discussing something other than Mantle, my mistake.

Not really. If you look at straight ports something like a 630m can play console games at or better settings than the xbox 360 or ps3. Its the scaling that's the killer as effects are tacked on that do little in terms of IQ for disproportionate fps drops.
 

MightyMalus

Senior member
Jan 3, 2013
292
0
0
People and their weird mentality...blackened23 explained it well.

Nothing changes, Mantle is simply another option, one that supposedly beats the others, on GCN technology.

More work? Yeah. Worth it? If it works better, then totally. If it works as advertised, dear god!
 
Aug 11, 2008
10,451
642
126
None of the engines Mantle is targeting are removing DX11. That is, put simply, an incorrect assessment of the situation. AMD is not targeting single developers. They are targeting engines, and none of these engines will lose DX11. Nvidia will still thrive because they make awesome products with great software and great DX11 performance.

This is simply AMD's value add, and we don't know how well Mantle even performs yet. It could be very worthwhile, or not, but I applaud AMD's effort to match nvidia's efforts to create value added features. Nvidia has physx, TXAA, and all that stuff and it works only on NV hardware. Mantle is AMD's value add. Period. Stating that DX11 will go away because of Mantle is just not correct - all of the engines that Mantle is directed to will still have excellent DX11 implementations. And nvidia will still be nvidia - they will release awesome products with great software just as they always have.

I never said DX would go away. What I said was that it might be coded less optimally in a Mantle title. I dont see it as the same as physX really. PhysX is a "value added" function because the developer has to optimize to the same extent for DX whether they use physX or not. Since Mantle is an alternative to DX, seems to me it has a lot more potential to divert resources from DX. Especially if AMD is giving big financial support to developers to optimize for Mantle. I dont see that Mantle being part of the engine totally eliminates this either. There has to be a significant amount of work to write, test, and debug 2 codepaths vs one. It is not like you just flip a switch and activate the mantle codepath.
 

NTMBK

Lifer
Nov 14, 2011
10,269
5,134
136
I dont see it as the same as physX really. PhysX is a "value added" function because the developer has to optimize to the same extent for DX whether they use physX or not.

But we've seen plenty of PhysX titles which have worse physics and particle effects on non-NVidia GPUs than they would have had otherwise.
 
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