The AMD Mantle Thread

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Shivansps

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Sep 11, 2013
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Because they don't have infinite dollars and infinite manpower?

I dont think thats the problem, for Mantle to succeed they need to have compatibility with the mayority of their own hardware out there. But there could be some tecnical limitation.
 

Paul98

Diamond Member
Jan 31, 2010
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It sounds like it isn't just a direct recompile for PC to of the PS4 code, but it isn't a rewrite. It shares a lot of similarities and you might have to change some of the calls made to the hardware, but the core logic would remain untouched.

Have they said anything about even a beta SDK being anywhere near launch ready?

I didn't hear anything about it in that presentation, but I think I read something about it earlier today or yesterday. Beta would be available in the near future for developers that ask for it, and later next year for the actual release. You might want to check google, I am not sure where I read that.
 

Barbatruuk

Junior Member
Oct 15, 2013
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So no Mantle performance figures untill late december? Wouldn't be a surprise if aftermarket 290(x) won't be released until late december as well.
 

Saylick

Diamond Member
Sep 10, 2012
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It sounds like it isn't just a direct recompile for PC to of the PS4 code, but it isn't a rewrite. It shares a lot of similarities and you might have to change some of the calls made to the hardware, but the core logic would remain untouched.

Have they said anything about even a beta SDK being anywhere near launch ready?

From this article [translated]:

In the end, according Mantle will allow AMD to help entry-level systems, to enable developers to better predict the behavior and performance of their engines as well as sharing optimizations between PC and next gen consoles, and more long term to allow the introduction of new rendering techniques.

To do this, however, AMD need effective tools and indicates that everything is on track. In addition, AMD has integrated a large part of its debugging features and validation directly in the API, which facilitates the creation of efficient and accurate tools on possible bottlenecks. Developers can also integrate directly access to various counters GPU in their own tools, a more comprehensive manner than at present.

AMD says its next development is progressing well and the timing for the December patch Mantle Battlefield 4 remains valid. Currently, Mantle is available in alpha release to a handful of developers, but next month a beta version should be available to all developers who request it. For public documentation, it will probably take the GDC in March 2014 while the availability of the final version of Mantle is scheduled for the second half of next year. In the meantime, the API support will of course included in all drivers.

AMD insists that Mantle was not intended to be limited to architecture. The base Mantle merely relatively generic functions that could be supported by other architectures while a extended Mantle level adds support for specific functions currently Radeon. Mantle and could potentially become a standard with extensions, but nothing says that interest Nvidia or AMD that management will not cause it difficult to accept conditions.

Note that the AMD forum being closed to anyone, the output of the presentation linked to Mantle, we have crossed several employees of NVIDIA, one of the main architects of the GeForce GPU. AMD's competitor appears visibly as curious as us about Mantle!
 

Meekers

Member
Aug 4, 2012
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Also one of things that I want to know more about was when they talked about Mantle being able to run crossfire without needing to share memory between gpus.

They claimed to have crossfried 8 cards in a workstation using this method for use in rendering, pushing 40 tflops.
 

SiliconWars

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Dec 29, 2012
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There will be more Mantle information released before it ends.

They're in alpha, beta coming soon with a release SDK by mid/late 2014.
 

monstercameron

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Feb 12, 2013
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It sounds like it isn't just a direct recompile for PC to of the PS4 code, but it isn't a rewrite. It shares a lot of similarities and you might have to change some of the calls made to the hardware, but the core logic would remain untouched.

Have they said anything about even a beta SDK being anywhere near launch ready?

I think this is what they call "porting."
this lines up with what AMD said since inception, porting between pcs and consoles would be much easier.
 

Shivansps

Diamond Member
Sep 11, 2013
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It sounds like it isn't just a direct recompile for PC to of the PS4 code, but it isn't a rewrite. It shares a lot of similarities and you might have to change some of the calls made to the hardware, but the core logic would remain untouched.

Have they said anything about even a beta SDK being anywhere near launch ready?

But thats the whole point, they dont give info, they just say "its similar" and we need to figure out what that means, it seems like they have no problem in telling PS4 Audio is based on TrueAudio, but on the graphics API they just say it shares similar concepts and optimization strategies, thats it, we cant be sure how portable will be the code or how important is the link or not until more info is released.
 

SiliconWars

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Dec 29, 2012
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I think this is what they call "porting."
this lines up with what AMD said since inception, porting between pcs and consoles would be much easier.

Basically, yes. This is what AMD insinuated from the start and most of us understood it that way. It's fair enough that some people want to see it spoken before they accept it though.

I've always approached this from the point of view that AMD would make ease-of-use for devs top priority. That's the only way you can change an industry that is set in its ways, especially for a company that has no carrot or stick.
 

smackababy

Lifer
Oct 30, 2008
27,024
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From this article [translated]:

Thanks! I really hope by "developers that request it" they don't mean "developers we deem are appropriate to request it like Sony had been with the PS3 dev kits or Razer was with their Deathstalker SDK.

Guess we'll see. I am a professional software developer (although I do nothing with game developer, not even in my spare time).
 

Saylick

Diamond Member
Sep 10, 2012
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For those who missed out on the presentation, I've got most of the speech recorded in an mp3:

https://www.dropbox.com/sh/b6zlwkk3zcq8kgo/68ke9M2EAE/APU13 - Johan.mp3

Sorry, I couldn't get video with it but I figure if you're at work, this is better than nothing.

EDIT: There's a BF4 video that plays at the 24:37 mark; I recommend you turn down your headphones before that hits... There's also a PvZ video that plays at 26:52 as well. I also recommend you turn down your headphones for that...
 
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Paul98

Diamond Member
Jan 31, 2010
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You mentioned there were things addressed that you've been waiting on. What were they?

Direct GPU access, there are lots of things such as memory access, multi gpu, really just the direct GPU access and all of the interesting things you can do with it. Should be fun to use and will be interesting to see what we can actually do. There have been things I have wanted to try for a while, and after seeing that presentation now even more.
 

Shivansps

Diamond Member
Sep 11, 2013
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Not sure how all that can be done whiout access to hardware registers, there are layers somewhere, probably on driver.

Basically, yes. This is what AMD insinuated from the start and most of us understood it that way. It's fair enough that some people want to see it spoken before they accept it though.

I've always approached this from the point of view that AMD would make ease-of-use for devs top priority. That's the only way you can change an industry that is set in its ways, especially for a company that has no carrot or stick.

Actually we need to know EXACTLY what they means, for example OpenGL ES 2.0 is very similar to OpenGL 2.0, still porting was a pain in *** if some things that where not supported in ES 2.0 spec where used.

We need to be carefull with "similarities" when we are talking about graphic APIs, it just take one thing to be different or missing to have to re-write half the rendering.
Also dont forget that PC DX is also similar to XONE API.
 
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GaiaHunter

Diamond Member
Jul 13, 2008
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We need to be carefull with "similarities" when we are talking about graphic APIs, it just take one thing to be different or missing to have to re-write half the rendering.
Also dont forget that PC DX is also similar to XONE API.

The Xbox One DX is different from the one in the PCs.
 

krumme

Diamond Member
Oct 9, 2009
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But thats the whole point, they dont give info, they just say "its similar" and we need to figure out what that means, it seems like they have no problem in telling PS4 Audio is based on TrueAudio, but on the graphics API they just say it shares similar concepts and optimization strategies, thats it, we cant be sure how portable will be the code or how important is the link or not until more info is released.

They say "similar often compatible" - compatible.
Old news. Who gives. Compared to prior console generation its the same hardware. From entire dsp side probably down to arm security hardware. Only lte missing. Lol.

We have been over this. With the few persons attached to the ms and sony teams from amd its guarantied its excactly the same hardware besides the differences we already know. Not only same ip. Same hardware. Even to a large degree production ready.

Only time will tell how similar or different it is to program for. Actual adoption will show it.
 
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Shivansps

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One will belive Intel and Nvidia will jump on the Mantle train if its compatible or similar enoght with PS4 api. Its like getting console compatibility whiout winning the console design... i think AMD is not telling the bad parts here, will see it with the time.
 

krumme

Diamond Member
Oct 9, 2009
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Amd have moved complexity from mantle api to mantle driver.

They are free to release sdk. How much worth is mantle api without cgn, truesound and the consoles? 0. Its next to a mkv container. Lol.
The driver will keep them in front. They got the consoles. The devs program for the consoles.
No wonder: 1b first week gta and cod for the consoles. Yikes !!!!
 

Shivansps

Diamond Member
Sep 11, 2013
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Amd have moved complexity from mantle api to mantle driver.

They are free to release sdk. How much worth is mantle api without cgn, truesound and the consoles? 0. Its next to a mkv container. Lol.
The driver will keep them in front. They got the consoles. The devs program for the consoles.
No wonder: 1b first week gta and cod for the consoles. Yikes !!!!

Yeah, its what im thinking, all layers moved to driver side, and the API is not low level at all and the API whiout the driver its useless, but i dont think there will be any diference on API(devs) side for different Mantle drivers, im sure the API will run on a compatible Mantle driver, making no diference for the devs on that part.
Now, diferent driver implementations to api funtions may yield diferent performance.
 
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GaiaHunter

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Jul 13, 2008
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I doubt NVIDIA will be interested for the same reasons AMD wasn't interested in physX.

 
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