The AMD Mantle Thread

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Lonbjerg

Diamond Member
Dec 6, 2009
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Why are you persisting with this draw call stuff? Why not concentrate on the other parts like asynchronous compute, the new memory model, asymmetric crossfire etc?

We've already seen what the increase in draw calls will do with the Oxide StarSwarm demo. Unless you can show me anything remotely close to that in a gaming sense on another API then it doesn't exist - and no those canned demos of spinning blobs doesn't really count as anything like a game.

Because the draw calls have been used to advance "mantle" even before mantle was announced.

But nice to know that certains aspects of mantle, that now compared to eg. OpenGL dosn't seem all that stellar, now are "offtopic"?

I mean, you use draw calls as an agument?
That's not really what should happen. One part of mantle allows for 8 cores to work if required, and reducing the draw call CPU penalty should remove the AMD CPU bottleneck.

If it works as planned, CPU's will become near irrelevant to overall performance in many games as the bottleneck shifts to the GPU in almost all cases.

In a nutshell, improved graphics, and more easily. Instead of devs being forced to use "instancing" (which is basically using the same graphic multiple times) because of the DirectX draw call issue, they will be able to use different graphics far more often.

By removing this overhead they actually make it easier for the really good artists to make much better graphics, and the really good coders no longer have to employ so many tricks and hacks to get it to work.

http://www.bit-tech.net/hardware/graphics/2011/03/16/farewell-to-directx/2

So, sorry, but I will continue to focus on draw calls.
 

Zanovar

Diamond Member
Jan 21, 2011
3,446
232
106
/Off topic.

I am from Denmark, we doin not celebrate "Christ-mass", we celebrate "Jul" (Yule), but I fail to see the relevance here?
Besides...it was yesterday...it's over.

Lol lon you are a happy chappy thats for sure,cheer up ffs.
 

psoomah

Senior member
May 13, 2010
416
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Because the draw calls have been used to advance "mantle" even before mantle was announced.

But nice to know that certains aspects of mantle, that now compared to eg. OpenGL dosn't seem all that stellar, now are "offtopic"?

I mean, you use draw calls as an agument?

So, sorry, but I will continue to focus on draw calls.

The problem may be you haven't yet shown a real world gaming scenario that convincingly refutes the numerous world class developers that unreasonably insist DX and OpenGL severely bottleneck draw calls and declare Mantle is a fix for that.

The solution is to keep pounding home your message they're wrong and you're right no matter what.

Persevere you will, young padabjerg.
 

SiliconWars

Platinum Member
Dec 29, 2012
2,346
0
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Because the draw calls have been used to advance "mantle" even before mantle was announced.

But nice to know that certains aspects of mantle, that now compared to eg. OpenGL dosn't seem all that stellar, now are "offtopic"?

I never said it was off-topic. I was indicating that it was extremely boring to read the same post over and over with dubious "proof" constantly being used.

I mean, you use draw calls as an agument?
Yes the problem is you continue to use one canned benchmark as "proof" of something. Show me those blobs firing at other blobs, acting with some kind of intelligence while maintaining 200 fps. Or even 20 fps.

So, sorry, but I will continue to focus on draw calls.
And you'll be linking that same video as proof of something and still be the only person believing it's anything like the same as what Mantle is capable of.

I'll put them together so you can see for yourself.

Demo showing vast amounts of draws in a gameplay situation - http://www.youtube.com/watch?v=QIWyf8Hyjbg&feature=player_detailpage#t=1836

Something that clearly isn't - http://www.youtube.com/watch?v=DxTrbPhGFt0

One of these is a GAME, one is a DEMO. There is a huge difference.
 

Lonbjerg

Diamond Member
Dec 6, 2009
4,419
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What you call a game...I called a canned demo too.
I mean...is there a demo or beta I can try?

Or do I need to take the word of a developer pushing their game at face value?
There is a reason we have sites like Anandtech, it's to test the claims by a objective source.
And to expose flaws/errors/bugs/false promises.

BTW, what is the ground breaking thing they are doing in that game?
Is it way better graphics than ever before? (dosn't seems like it)
Is it a totally new form of gameplay? (dosn't seem too)

I mean they say "Look, we can do this many draw calls!!!"

But no "and here how it affects our engine, the gameplay and the experince!!!"

It's like a canned techdemo...you cannot try for yourself.
 

blightymate

Banned
Dec 25, 2013
15
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With no official word otherwise, BF4 Mantle should be arriving within 6 days.

No hard data yet so I suggest a harmless guessing game, the 290x vs. 780ti on BF4 Mantle based on HardOCP's apples to apples average frame rate difference between those two cards. This is the dead certain shootout HardOCP will go for first.

My guess, based purely on AMD's CTO saying the 290x will 'ridicule' Nvidia's Titan in BF4 Mantle is a 27% FPS difference, advantage 290x.

Whoever is closest get's a 'bloody well done'.

What is your guess?
 

jj109

Senior member
Dec 17, 2013
391
59
91
With no official word otherwise, BF4 Mantle should be arriving within 6 days.

No hard data yet so I suggest a harmless guessing game, the 290x vs. 780ti on BF4 Mantle based on HardOCP's apples to apples average frame rate difference between those two cards. This is the dead certain shootout HardOCP will go for first.

My guess, based purely on AMD's CTO saying the 290x will 'ridicule' Nvidia's Titan in BF4 Mantle is a 27% FPS difference, advantage 290x.

Whoever is closest get's a 'bloody well done'.

What is your guess?

This sums up the whole thread pretty well.
 

Yarn

Member
Sep 24, 2013
29
0
66
Id just like to point out that mantle has not yet been released, people pointing to its failure or diminished capabilities because of the lack of games and people demanding hard numbers need to remember that. We'll get them if and when we do, but until then I'm certain you can't judge the merits of mantle based on the lack of hard numbers/games.
 

blightymate

Banned
Dec 25, 2013
15
0
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My guess is it won't be possible to get an apples to apples comparison.

It would be still be apples to apples with everything turned to Ultra and identical anti-aliasing settings.

HardOCP will probably also include an apples to apples on the 290x with and without Mantle, which could be another guessing game.
 

SiliconWars

Platinum Member
Dec 29, 2012
2,346
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That depends on what "Ultra" under Mantle is. It could only be possible with say asymmetric crossfire + Kaveri, it could have increased view distances, different methods of lighting which may look better than Ultra on DX, or say a compute based anti-aliasing that is much higher quality but gives a bigger frame-rate hit. So many things can change so that it's not apples to apples in image quality, at which point fps totals become meaningless.

Another thing that could happen (and probably will) is that the Mantle patch removes all of the stalls, huge drops in fps when turning or when there's a lot of explosions on screen. This could be what repi meant with "better gaming experience" - https://twitter.com/repi/status/383012110592376832 but it could also be barely noticeable in the fps totals. A couple of seconds dips over a 2 minute benchmark can't be seen obviously in fps totals but can still have a profound effect on your game experience, especially in multiplayer.
 
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blightymate

Banned
Dec 25, 2013
15
0
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That depends on what "Ultra" under Mantle is. It could only be possible with say asymmetric crossfire + Kaveri, it could have increased view distances, different methods of lighting which may look better than Ultra on DX, or say a compute based anti-aliasing that is much higher quality but gives a bigger frame-rate hit. So many things can change so that it's not apples to apples in image quality, at which point fps totals become meaningless.

Another thing that could happen (and probably will) is that the Mantle patch removes all of the stalls, huge drops in fps when turning or when there's a lot of explosions on screen. This could be what repi meant with "better gaming experience" - https://twitter.com/repi/status/383012110592376832 but it could also be barely noticeable in the fps totals. A couple of seconds dips over a 2 minute benchmark can't be seen obviously in fps totals but can still have a profound effect on your game experience, especially in multiplayer.

Lots to consider there, yet I can only assume HardOCP will follow it's usual format and do an apples to apples comparison based on equalizing settings as best they can. I doubt there will be a major review site that doesn't attempt to quantify the difference caveated though it may be.
 

Paul98

Diamond Member
Jan 31, 2010
3,732
199
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Because the draw calls have been used to advance "mantle" even before mantle was announced.

But nice to know that certains aspects of mantle, that now compared to eg. OpenGL dosn't seem all that stellar, now are "offtopic"?

I mean, you use draw calls as an agument?




So, sorry, but I will continue to focus on draw calls.

Since you seemed to miss this that I posted earlier.

This is a great feature added to OpenGL, and hopefully DX will copy this at some point. But this is different than the reduction in draw call overhead they are talking about in mantle. This is a single call to the API to tell the GPU to do work on a buffer of known size( this comes with lots of it's own problems and workarounds). Mantle will be able to do this and won't have to rely on the API to create a function to do it. If you wanted to you could create your own function on mantle that does the same thing you could. Better yet you could tailor what you want to do to your graphics engine. While mantle also reduces the API overhead from the actual draw calls on the CPU.

What is happening in that single OpenGL call and the draw call API overhead reduction in mantle are two very different things.

You are simply falling for the headline without any knowledge on the subject, what it means or what is being done.
 
Feb 19, 2009
10,457
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Lots to consider there, yet I can only assume HardOCP will follow it's usual format and do an apples to apples comparison based on equalizing settings as best they can. I doubt there will be a major review site that doesn't attempt to quantify the difference caveated though it may be.

Most review sites don't even test BF4 in proper 64 player MP.. most do singleplayer runs, a few try to sell MP benchmarks based on a canned empty domination 1/4 map and go run around by themselves. Yeah, thats really representative.

Only [H] can provide any meaningful results with this upcoming Mantle patch, the rest of the reviewers have been incredibly slack with benching BF4.

There is too much hype, it better live up to it.
 

OCGuy

Lifer
Jul 12, 2000
27,227
36
91
That depends on what "Ultra" under Mantle is. It could only be possible with say asymmetric crossfire + Kaveri, it could have increased view distances, different methods of lighting which may look better than Ultra on DX, or say a compute based anti-aliasing that is much higher quality but gives a bigger frame-rate hit. So many things can change so that it's not apples to apples in image quality, at which point fps totals become meaningless.

Another thing that could happen (and probably will) is that the Mantle patch removes all of the stalls, huge drops in fps when turning or when there's a lot of explosions on screen. This could be what repi meant with "better gaming experience" - https://twitter.com/repi/status/383012110592376832 but it could also be barely noticeable in the fps totals. A couple of seconds dips over a 2 minute benchmark can't be seen obviously in fps totals but can still have a profound effect on your game experience, especially in multiplayer.


Usually goal posts are moved after reviews or credible leaks are out. :/


I don't see "huge" FPS drops in any games, although that would be accounted for not only in the average but the minimum. In order for Mantle to live up to the hype, tangible performance metrics will have to be given.

"Max playable settings", "Better Gaming Experience" etc are intentionally ambiguous metrics which originate from one place. I promise you that Mantle will live or die based on the same metrics as DX.
 
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SiliconWars

Platinum Member
Dec 29, 2012
2,346
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Yes and those metrics are image quality and playability at those levels of quality.

Example - If the game is already making decent use of multi-core CPU's like BF4 appears to be, you can still make even better (full) use of them by increasing draws etc. That might lower the fps totals slightly but make the game look much better. How do you quantify the experience? It's like with Crossfire/Sli vs single-card - just because the fps total is higher doesn't mean it's a better experience. It rarely is.

And where does it end? One card or four? I'm fairly sure AMD will get near-perfect scaling with quadfire making "ridicule" a guarantee. Is that shifting the goalposts as well?
 

OCGuy

Lifer
Jul 12, 2000
27,227
36
91
Yes and those metrics are image quality and playability at those levels of quality.

Example - If the game is already making decent use of multi-core CPU's like BF4 appears to be, you can still make even better (full) use of them by increasing draws etc. That might lower the fps totals slightly but make the game look much better. How do you quantify the experience? It's like with Crossfire/Sli vs single-card - just because the fps total is higher doesn't mean it's a better experience. It rarely is.

And where does it end? One card or four? I'm fairly sure AMD will get near-perfect scaling with quadfire making "ridicule" a guarantee. Is that shifting the goalposts as well?


That is being wildly optimistic in your speculation, as well as preparing for not-so-stellar Mantle to DX FPS comparisons.

You have a right to speculate just as everyone else does. Unfortunately nobody will be proven right or wrong until we see Mantle implemented and tested by third parties.
 

SiliconWars

Platinum Member
Dec 29, 2012
2,346
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I'm just looking at potential and obviously I'll look nearer to what "best case" is while others will look at the lower end of the potential.

AMD isn't stupid enough to let this opportunity slip through their grasp. They even have a guy working at DICE now since the office move. They know they have a skilled team working on it and it's a flagship title. If they don't make the best of this then a lot of people need taking out the back and shot.

By best I mean the sort of stuff I've been talking about. They need to make this "ridicule", who knows maybe that's why it's been delayed if so? Thing is this is still a learning process for DICE and AMD and everybody else - they will be discovering new methods every day that could increase performance. Eventually they'll have to pull the trigger and launch it but while the game is in such a mess anyway why hurry?

So yep it's all speculation, that's pretty much what anyone has been doing so far.
 

BrightCandle

Diamond Member
Mar 15, 2007
4,762
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At least for me Battlefield 4 can do 110-177 fps and is still GPU limited. It shows no signs so far of being draw call limited. Now what may well be happening is that the fidelity of the image was decreased to fit into DX limits, but it ends up a decent looking game. A direct conversion to Mantle doesn't look like it would benefit much, the game is completely limited by GPU performance. Admittedly if you push even more GPU performance (a pair of 780ti's at 1080p) then you might very well hit the CPU and draw call limits, but its a game already achieving 110 fps in an intense moment not withstanding GPU limits.

BF4 doesn't look like a good game for draw call overhead reduction to make an appreciable difference in fps from my own testing on 64 player games. I can't predict the future or the impact but BF4 isn't one of those games I consider has a problem with draw calls and hence it isn't likely to be a good poster child for what is possible.
 

3DVagabond

Lifer
Aug 10, 2009
11,951
204
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At least for me Battlefield 4 can do 110-177 fps and is still GPU limited. It shows no signs so far of being draw call limited. Now what may well be happening is that the fidelity of the image was decreased to fit into DX limits, but it ends up a decent looking game. A direct conversion to Mantle doesn't look like it would benefit much, the game is completely limited by GPU performance. Admittedly if you push even more GPU performance (a pair of 780ti's at 1080p) then you might very well hit the CPU and draw call limits, but its a game already achieving 110 fps in an intense moment not withstanding GPU limits.

BF4 doesn't look like a good game for draw call overhead reduction to make an appreciable difference in fps from my own testing on 64 player games. I can't predict the future or the impact but BF4 isn't one of those games I consider has a problem with draw calls and hence it isn't likely to be a good poster child for what is possible.

They "optimize" to limit the number of draw calls which uses a lot of time and resources. They would like to be able to use more draw calls, but they can't and have reasonable performance. The limited number of draw calls they can reasonably use is holding them back artistically.
 
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