The AMD Mantle Thread

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sontin

Diamond Member
Sep 12, 2011
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If Mantle is the low level API from the Xbox One then it's dead right from the start.

Nobody is porting a game based on a console optimizing level. That's the reason why developers start with D3D and a high level API.
 

GaiaHunter

Diamond Member
Jul 13, 2008
3,650
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If Mantle is the low level API from the Xbox One then it's dead right from the start.

Nobody is porting a game based on a console optimizing level. That's the reason why developers start with D3D and a high level API.

Why?
 

sontin

Diamond Member
Sep 12, 2011
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Going top to bottom makes the wholes development process much easier than the opposite way. Optimizing only happens after the port to the target plattform.

And because Mantle and the low level API of the Xbox are not the same (especially the software stack) the developer still need to debug the whole Mantle path.
 
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GaiaHunter

Diamond Member
Jul 13, 2008
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Going up to down makes the wholes development process much easier than the opposite way. Optimizing only happens after the port to the target plattform.

And because Mantle and the low level API of the Xbox are not the same (especially the software stack) the developer still need to debug the whole Mantle path.

How do you know the low level API of the Xbone and Mantle aren't the same or very similar?
 

sontin

Diamond Member
Sep 12, 2011
3,273
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Microsoft is writing the software stack not AMD. If Microsoft changes something AMD would need to do the same.

And the whole plattform is different especially because Bonaire/Hawaii are more advanced than the older GCN architectures.
 

Teizo

Golden Member
Oct 28, 2010
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I'm curious as to whether the Mantle driver will be included in AMD's regular DX driver, or if it will require a separate driver all together to be installed.
 

GaiaHunter

Diamond Member
Jul 13, 2008
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Microsoft is writing the software stack not AMD. If Microsoft changes something AMD would need to do the same.

And the whole plattform is different especially because Bonaire/Hawaii are more advanced than the older GCN architectures.

We are talking about something very close to assembly language.

You can't change that on a whim.

Likewise it doesn't make much difference to Bonaire/Hawaii.

It would be interesting "Hey Devs we just changed something in the low level access specs, sorry your code got [profanity not allowed]".
 
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Kenmitch

Diamond Member
Oct 10, 1999
8,505
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How do you know the low level API of the Xbone and Mantle aren't the same or very similar?

We don't for the time being....Time will tell.

Microsoft is writing the software stack not AMD. If Microsoft changes something AMD would need to do the same.

And the whole plattform is different especially because Bonaire/Hawaii are more advanced than the older GCN architectures.


MS is know for it's awesome bullet proof and bug free software. Most likely they had no help from AMD at all developing their low level API for the xbone!

Seems like the logical way of doing things would be to get the help/support for the hardware from those who designed it.

Pretty sure AMD had to demo the hardware in action to get both Sony and Microsoft to sign on the dotted line. Seeing how the hardware isn't really the latest and greatest technology something must have made it shine in a good light....Maybe lot's of currently untapped potential? Maybe a pre-maid low level API that taps the potential? Maybe just hookers with big hooters?
 

cmdrdredd

Lifer
Dec 12, 2001
27,052
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How do you know the low level API of the Xbone and Mantle aren't the same or very similar?

Cause Microsoft already said that they built dx11.2 for the Xbox one to be specifically optimized for the console and that dx11.2 was the api chosen for the Xbox one. It isn't quite 100% final software yet but they have already made this public.
 

Keysplayr

Elite Member
Jan 16, 2003
21,209
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How do you know the low level API of the Xbone and Mantle aren't the same or very similar?

Why would they be? One is written by MS and the other by AMD?
That is like asking "How do you know DirectX and OpenGL aren't the same or very similar.
 

krumme

Diamond Member
Oct 9, 2009
5,956
1,595
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How can this blurb create a lot noise?

As Ryan writes there is nothing new. It still remains to be seen how similar/different it is to both xbox or ps4.
Its cgn all the way. The minor differences can be handled by mantle driver. Nothing changed but there is ofcource a lot of politics in this especially because of anxious nv users tied to the brand. Nv is a strong brand. A brand is tied to feelings. Thats gives noise for no reason here.
 

cmdrdredd

Lifer
Dec 12, 2001
27,052
357
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Amd doesn't write the os for Microsoft or Sony though. The software is up to them. Sure they can ask for info or whatnot about the hardware but amd doesn't code it
 

cmdrdredd

Lifer
Dec 12, 2001
27,052
357
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Except the api on the xb1 is dx11+ except streamlined and optimized for the system's locked hardware. So does this simply mean that dx11 will have optimizations built in now? Not really
 
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wand3r3r

Diamond Member
May 16, 2008
3,180
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Starting to seem less and less likely we'll see companies who aren't paid to use it use it.

Perhaps, perhaps not. Actually considering even NV's sponsored buddy Ubisoft is "interested" I'd actually say it's to the contrary.

Either way, it's way to early to call it. The viral anti-mantle push has began before it has even seen the light of day.

In the end I won't be surprised if it ends up as a paid feature, but it's certainly early to be calling that. If there are actually massive performance gains, or even if it's just easy to use, I could see it becoming more widespread. If it is powerful, expect NV to implement a "similar" feature.
 

OatisCampbell

Senior member
Jun 26, 2013
302
83
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Starting to seem less and less likely we'll see companies who aren't paid to use it use it.

That doesn't mean we won't see it. I'd be happy to see it in a couple games a year like PhysX seems to show up in.

If there are key games I can run at higher settings due to MANTLE that wouldn't be a bad thing.
 

GaiaHunter

Diamond Member
Jul 13, 2008
3,650
218
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Except the api on the xb1 is dx11+ except streamlined and optimized for the system's locked hardware. So does this simply mean that dx11 will have optimizations built in now? Not really

The name of the XBone API is DX11.X, not DX11.1, 11.2, 11.3, etc.

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

First and foremost, for the Xbox One we finally have an official name for the consoles version of Direct3D along with some confirmation of some general details about the API. The Xbox One’s version of the API is being called Direct3D 11.x – X as in Xbox, not an algebraic X – and as expected it’s a superset of Direct3D 11.2. Microsoft doesn’t go into further detail on what else that superset contains, but traditionally we’d expect to see further API calls that are specifically designed to take advantage of the underlying APU, including of course the low-level programming constructs to do close to metal programming and fully exploit quirks such as the console’s 32MB of eSRAM.

Furthermore it’s interesting to note that Microsoft also took the time to specifically mention API overhead in a high-level context, and that they’ve been doing a lot of work to chip away at said overhead for the Xbox One. This is fairly similar to how Microsoft is said to have approached Direct3D for the 360, being able to exploit the fixed platform to remove some of the overhead from abstraction while maintaining the functionality of the high level API functions.
(...)
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.
 

BallaTheFeared

Diamond Member
Nov 15, 2010
8,115
0
71
Perhaps, perhaps not. Actually considering even NV's sponsored buddy Ubisoft is "interested" I'd actually say it's to the contrary.

Either way, it's way to early to call it. The viral anti-mantle push has began before it has even seen the light of day.

In the end I won't be surprised if it ends up as a paid feature, but it's certainly early to be calling that. If there are actually massive performance gains, or even if it's just easy to use, I could see it becoming more widespread. If it is powerful, expect NV to implement a "similar" feature.

They're all buddies, it's like a trailer park everyones been with everyone.

Anti-Mantle seems proportionally correct.

I think there is a reason Glide died, why neither ATi nor Nvidia ever tried it themselves.

That said, looking at my BF4 performance and my performance in other games where Mantle likely won't end up in the future I'll continue to build my PC rigs with the purpose of not needing Mantle to streamroll games.
 

Paul98

Diamond Member
Jan 31, 2010
3,732
199
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It's rather simple since GCN in consoles and PC's are basically the same. The consoles have low level access to GCN and there will be optimizations and uses that will be available on the consoles that aren't available through high level PC API. You have the code that uses the low level access on the consoles, this code and how it works will be very similar to what will be available on mantle. The time spent porting it over will be minimal compared to the time to create and upkeep that same code on the consoles. You are just getting more out of what is already there, with very little extra effort. You are just going to waste all the time and effort you put into getting more performance because you don't want to spend a little extra time porting the code over. Just sounds like a waste
 

cmdrdredd

Lifer
Dec 12, 2001
27,052
357
126
It's rather simple since GCN in consoles and PC's are basically the same. The consoles have low level access to GCN and there will be optimizations and uses that will be available on the consoles that aren't available through high level PC API. You have the code that uses the low level access on the consoles, this code and how it works will be very similar to what will be available on mantle. The time spent porting it over will be minimal compared to the time to create and upkeep that same code on the consoles. You are just getting more out of what is already there, with very little extra effort. You are just going to waste all the time and effort you put into getting more performance because you don't want to spend a little extra time porting the code over. Just sounds like a waste

And you still need to code for DX because GCN cards are not 100% or even 80% of the PC market.

So...either a Dev is paid to use it to make gcn look better in benchmarks or nothing changes l.
 

Paul98

Diamond Member
Jan 31, 2010
3,732
199
106
And you still need to code for DX because GCN cards are not 100% or even 80% of the PC market.

Yeah, so what they will be making it anyways. So they should just waste the code they already have optimized for GCN because they have to port it to directx anyways? Especially since it will be very minimal extra work to use code that a lot of work had been spent on to create.
 

GaiaHunter

Diamond Member
Jul 13, 2008
3,650
218
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OK...but the xb1 still uses directx like I said.

Sure.
But DX isn't just one big thing, it has different pieces and layers.
The XBone APi has a few bells and whistles that do not exist in the PC version, like a low level API.
It is that low level API that is said to be copied by mantle.
 
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