The AMD Mantle Thread

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Noctifer616

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Nov 5, 2013
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I am thinking that if AMD say that Mantle can only be used by AMD CPU what will happen than.

Oxide has tested their engine on 6 cores and 12 threads (an Intel CPU) in Mantle to see how well it scales.

So could you please stop with the "Mantle only works on AMD CPU's" talk?
 

DaZeeMan

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Jan 2, 2014
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Must resist...must resist...

Someone has to be a voice of reason...I mean there are posters talking about thoundsands of percent of increased performance over DirectX...due to the PR pushing, but actual products failing.

But I am glad (some) people have learned the difference between PR and products now :thumbsup:

Funny, I seem to remember several people pointing out the Nitrous engine showing 8.5 FPS under DirectX, and 30 FPS under Mantle (12 FPS DirectX/32 FPS Manlte with Intel I7 4770K CPU), something that Dan Baker of Oxide has said is a 'conservative' estimate on AMD's part. Something that he also said that he was able to accomplish by himself in two months.

Lessee... 30 divided by 8.5 equals... 3.529, or about 3.5x the framerate That's a little bigger than thousandths...
Been posted before, but here are the numbers again. See images 13-14 here. Dan Baker of Oxide's comments track quite nicely with these numbers, and the fps count on the video I linked above seems to track with these numbers as well (actually, the FPS numbers in the interview footage linked above are usually much higher than 30fps)
http://imgur.com/a/Oqmuf#12

Nixxes' Katzman (the Thief guy) revealed during APU '13 that “very early figures from Thief” (which is “not fully running on Mantle yet&#8221 showed a big reduction in draw call overhead. “Before, we would often see about 40% of the CPU time stuck in the driver, in D3D, or in various threads,” he said. “The early measurements we did, right now we have that down to about a fifth of that.”

So, according to THAT developer, he saw an approximate 80% reduction in CPU time used for drivers, D3D, and various threads, even though it wasn't fully utilizing Mantle yet. That was about two months ago...

I haven't seen ANYTHING that shows a mere thousands of a percent increase with Mantle. Perhaps you'd like to share your sources with the class?

If you don't have verifiable hard numbers of your own to share, you are of course welcome to wait for the Star Swarm Steam release (this month), the BF4 Mantle patch, and Thief (Feb 25th-ish), along with the rest of us.

In the meantime, when THREE game engine developers continue to tell us that they are seeing huge gains with Mantle, well they are putting their own reputations on the line by doing so, and NONE of them work for AMD so I tend to take their thoughts and comments on the subject a little more seriously than AMD's own comments. After all, the game developers are the ones that get to make the stuff work, AMD just provides the framework.
 
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DaZeeMan

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Jan 2, 2014
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desprado said:
I am thinking that if AMD say that Mantle can only be used by AMD CPU what will happen than.

Oxide has tested their engine on 6 cores and 12 threads (an Intel CPU) in Mantle to see how well it scales.

So could you please stop with the "Mantle only works on AMD CPU's" talk?

He's actually partially right here. While Mantle has been shown working on both Intel and AMD CPUs, currently it only works on systems with AMD GPUs. So an Intel APU on it's own won't be able to run Mantle currently; it'll need a suitable AMD dGPU along with the aforementioned Intel CPU/APU to work.
 
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3DVagabond

Lifer
Aug 10, 2009
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He's actually partially right here. While Mantle has been shown working on both Intel and AMD CPUs, currently it only works systems with AMD GPUs. So an Intel APU on it's own won't be able to run Mantle currently.

That's not what he said, though.
 

Noctifer616

Senior member
Nov 5, 2013
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He's actually partially right here. While Mantle has been shown working on both Intel and AMD CPUs, currently it only works systems with AMD GPUs. So an Intel APU on it's own won't be able to run Mantle currently.

I already told him that, but he keeps saying Mantle only works on AMD CPU's which isn't true.
 

BrightCandle

Diamond Member
Mar 15, 2007
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If you have a game that is limited by the draw calls then I expect you can actually do better than 3-4x performance. In theory at least it could be about 15x faster, but it would need to be 100% limited by the CPU.
 

Lonbjerg

Diamond Member
Dec 6, 2009
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Funny, I seem to remember several people pointing out the Nitrous engine showing 8.5 FPS under DirectX, and 30 FPS under Mantle (12 FPS DirectX/32 FPS Manlte with Intel I7 4770K CPU), something that Dan Baker of Oxide has said is a 'conservative' estimate on AMD's part. Something that he also said that he was able to accomplish by himself in two months.

Lessee... 30 divided by 8.5 equals... 3.529, or about 3.5x the framerate That's a little bigger than thousandths...
Been posted before, but here are the numbers again. See images 13-14 here. Dan Baker of Oxide's comments track quite nicely with these numbers, and the fps count on the video I linked above seems to track with these numbers as well (actually, the FPS numbers in the interview footage linked above are usually much higher than 30fps)
http://imgur.com/a/Oqmuf#12

Nixxes' Katzman (the Thief guy) revealed during APU '13 that “very early figures from Thief” (which is “not fully running on Mantle yet&#8221 showed a big reduction in draw call overhead. “Before, we would often see about 40% of the CPU time stuck in the driver, in D3D, or in various threads,” he said. “The early measurements we did, right now we have that down to about a fifth of that.”

So, according to THAT developer, he saw an approximate 80% reduction in CPU time used for drivers, D3D, and various threads, even though it wasn't fully utilizing Mantle yet. That was about two months ago...

I haven't seen ANYTHING that shows a mere thousands of a percent increase with Mantle. Perhaps you'd like to share your sources with the class?

If you don't have verifiable hard numbers of your own to share, you are of course welcome to wait for the Star Swarm Steam release (this month), the BF4 Mantle patch, and Thief (Feb 25th-ish), along with the rest of us.

In the meantime, when THREE game engine developers continue to tell us that they are seeing huge gains with Mantle, well they are putting their own reputations on the line by doing so, and NONE of them work for AMD so I tend to take their thoughts and comments on the subject a little more seriously than AMD's own comments. After all, the game developers are the ones that get to make the stuff work, AMD just provides the framework.

I'll ignore the empty PR in your thread and focus on something fromthe real world (the bolded part).

What I wrote was this:
Must resist...must resist...

Someone has to be a voice of reason...I mean there are posters talking about thoundsands of percent of increased performance over DirectX...due to the [REDACTED] pushing, but actual products failing.

But I am glad (some) people have learned the difference between [REDACTED] and products now

Used [REDACTED] so your head wouldn't explode ^^

Based on posts like this:

Yes. But it was only for the cpu part without any gpu optimization.

There is no way a serious mantle implementation, using all the tech decribed as eg. Johan at apu13, only cost 2 man months for an engine like bf4. He never spoke of 2 man-month either. And thats for up to 45% performance.

Lonbjerg is just low level trolling and having fun. Its rethorical questions.

What remains of fact is, we have oxide showing an impressive engine running, a meager 2 month after they were introduced to mantle. Performance on the application level is up 300% for mantle compared to dx, on what is probably a state of the art RTS engine. The engine uses no lead thread for a starter. Thats with or without mante, and its far beyond any engine until now. Its build to be state of the art at dx.

2 man-month to get 300% performance on top of that - using only the cpu part - is stellar.

What stands is, if this is doable in 2 month - if it was 2 or 10 man months - its the best investment a developer can do, and the most easy decision to take at least on the RTS side. Its a no brainer. Its obvious different for non RTS games. You dont get 300% performance in your engine for 20K usd for FPS. lol.

Infraction issued for callout.
-- stahlhart

Remember this huge difference only exist for rts where you are drawcall limited. Dx is severely limited here.

But the difference is probably going to be even higher when they start to know mantle. A difference of 500-1000% is perhaps the most realistic in a year or 2 and even bigger in 3 years if they directly build the engine to take use of eg. the better multicore scaling in mantle.

But those 1000% difference
whatever is easily used in a rts game making eg. your armies bigger or with more individual control of the units. I can see this used besides dx.

But the difference is going to big - yes - but thats the nature of it. It is fundamental gamechanger for the rts genre. But we need those new games for it to develop.

Any doubts/false notions now?
 

DamnedLife

Member
Dec 26, 2013
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Amd generally releases new drivers around 15th of the month and since mantle will be included in 14.1 release then we will see how much of an improvement from dx on bf4 that time around. This is my guess it may come near the end of january. My first thought was mid february due to amd moving to quarterly driver release frame. Now come to think of it they will be releasing Kaveri on 14th so drivers that increase those apus performance should come with the product release. Dice' s mantle patch however may still be unfinished so probably we will be waiting on them still.
 

caswow

Senior member
Sep 18, 2013
525
136
116
I'll ignore the empty PR in your thread and focus on something fromthe real world (the bolded part).

What I wrote was this:


Based on posts like this:





Any doubts/false notions now?

Funny you only quote only one person and funny you left the part out where he is talking about "rts" and it is possible to have more than 300% boost in rts while having really big armys on screen.
 

Lonbjerg

Diamond Member
Dec 6, 2009
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Funny you only quote only one person and funny you left the part out where he is talking about "rts" and it is possible to have more than 300% boost in rts while having really big armys on screen.

Your cannot see the bolded part with 500-1000%?
 

Noctifer616

Senior member
Nov 5, 2013
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Your cannot see the bolded part with 500-1000%?

If the Oxide game engine manages 100k draw calls with Mantle, but only 15k with DX, you already have the 500% performance increase there.

Let's hope they really release the Starswarm demo this month so we can test it.
 

Lonbjerg

Diamond Member
Dec 6, 2009
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If the Oxide game engine manages 100k draw calls with Mantle, but only 15k with DX, you already have the 500% performance increase there.

Let's hope they really release the Starswarm demo this month so we can test it.

No.
Drawcalls is one piece of the puzzle of a frame.
You cannot say 10 x drawcalls more = ~10 x more performance.

Well you could, but that would indicate you have no clue.

It's not like drawcalls are some magical "lever" holding FPS back unilaterally.

You could increase drawcall potential from 15K to 100K in a game...and not gain a single frame...but that would be an outlier

More realistically you would see from 1-~10% preformance increase...on ~5% of SKU's in the market.

Excuse me for not popping the champagne
 

Shivansps

Diamond Member
Sep 11, 2013
3,873
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It will be if you are CPU limited, and thats what AMD tells in every slide, Mantle could lead intro a FPS increase in (to say something) Sempron 145, but in a I5-4670K? it may not have a single fps over dx, there is not evidence that points out to a GPU perf increase.

Only way to overcome that is to go WAY over what DX can do, so it will CPU limited on every cpu, but 500-1000%? come on, the only way to do that is with defines:

Code:
#MaxDXFPS 10
#MaxMantleFPS 100

petty much what BF4 and any demo that send away may have.
 
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desprado

Golden Member
Jul 16, 2013
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It will be if you are CPU limited, and thats what AMD tells in every slide, Mantle could lead intro a FPS increase in (to say something) Sempron 145, but in a I5-4670K? it may not have a single fps over dx, there is not evidence that points out to a GPU perf increase.

Only way to overcome that is to go WAY over what DX can do you it will CPU limited on every cpu.
that is what i am saying whole time.AMD Mantle slides and everything is indicating about CPU bottleneck.
 

Lonbjerg

Diamond Member
Dec 6, 2009
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I have said this before and I even wrote it in a pm today:


I see "Mantle" not as a free API for all...but AMD's attempt at trying to stay relevant in gaming on the CPU where Intel is putting the hurt on them.
That most people see it as NVIDIA vs AMD I find funny...as they ignore the elefant (Intel) in the room
 

Noctifer616

Senior member
Nov 5, 2013
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No.
Drawcalls is one piece of the puzzle of a frame.
You cannot say 10 x drawcalls more = ~10 x more performance.

Well you could, but that would indicate you have no clue.

It's not like drawcalls are some magical "lever" holding FPS back unilaterally.

You could increase drawcall potential from 15K to 100K in a game...and not gain a single frame...but that would be an outlier

More realistically you would see from 1-~10% preformance increase...on ~5% of SKU's in the market.

Excuse me for not popping the champagne

Well, if you have 10 times more drawcalls with the same IQ and same FPS, wouldn't that indicate 10 times more performance.

If in the Oxide demo you have 15k draws at 60 fps with DX, and 60 fps with 15k draws with Mantle, you don't see any performance gains. But it's not about how much fps you can get. It's about how many units you can get while having a decent frame rate.

It's not about having more FPS with the same IQ, it's about pushing what the game can do.

If you are making a game that is trying to simulate massive battles, you want to have as many units as possible. If with DX you can only do 2k units on screen, and with Mantle you can do 10k units under the same IQ and FPS, then in that scenario you have 5 times more performance.
 

Lonbjerg

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Dec 6, 2009
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Well, if you have 10 times more drawcalls with the same IQ and same FPS, wouldn't that indicate 10 times more performance.

No, only in specific senarios, the majority of games would not respond like that.

If in the Oxide demo you have 15k draws at 60 fps with DX, and 60 fps with 15k draws with Mantle, you don't see any performance gains. But it's not about how much fps you can get. It's about how many units you can get while having a decent frame rate.

It's not about having more FPS with the same IQ, it's about pushing what the game can do.

If you are making a game that is trying to simulate massive battles, you want to have as many units as possible. If with DX you can only do 2k units on screen, and with Mantle you can do 10k units under the same IQ and FPS, then in that scenario you have 5 times more performance.
So now Mantle is for a niche of games on a niche of SKU's?
 

Shivansps

Diamond Member
Sep 11, 2013
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Then you realise you cant do that as the game has to be playable with affordable cpus @ DX...
Its called market share and making a game that you could actually sell.
 

Erenhardt

Diamond Member
Dec 1, 2012
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So now Mantle is for a niche of games on a niche of SKU's?

Game changer for mobile if you ask me. Performance aside, CPU overhead=power usage.
Imagine AMD 28nm APU having better perf/watt than 14nm Intel (or intel+nv card).
There are so many places where mantle will change the landscape, that I'm not surprised many have hard time grasping it :whiste:
 

BrightCandle

Diamond Member
Mar 15, 2007
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If a game genuinely required all those draw calls then you would have a problem in the coming years. Only a few small percentage of PC users (I think somewhere around 4-5% IIRC someone elses numbers) would have hardware capable of running it and everyone else would have an unplayable game. So its more likely it would be an addon for increased army size or extra visual effects that were draw call heavy but GPU light.

Its a chicken and egg problem, most users don't have it, most users don't have AMD cards let alone GCN and so the capabilities and API are niche and even if its awesome you can't use it until basically everyone has it and you still have to have a DX11 fallback for a really long time.

BF4 achieves more than 170 fps for me, its not a classically CPU limited game, so with a decent CPU I will be surprised if it shows much in the way of improvement although the GPU is clearly not being maxed out all the time so it will improve some areas. Question is does anyone care about the difference between 150 fps and 200 fps when the monitor can't do better than 144?
 

Lonbjerg

Diamond Member
Dec 6, 2009
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Game changer for mobile if you ask me. Performance aside, CPU overhead=power usage.
Imagine AMD 28nm APU having better perf/watt than 14nm Intel (or intel+nv card).
There are so many places where mantle will change the landscape, that I'm not surprised many have hard time grasping it :whiste:

RTS on a mobile device?
Really?
You know why they are litterally no excistant on consoles right?
The mouse/keyboard control you really need..and you think they are suited for mobile? :ninja:
Really?
 

Erenhardt

Diamond Member
Dec 1, 2012
3,251
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RTS on a mobile device?
Really?
You know why they are litterally no excistant on consoles right?
The mouse/keyboard control you really need..and you think they are suited for mobile? :ninja:
Really?

Maybe someday, someone will invent how to plug a mouse to a laptop. You never know what will future bring!
RTS? Well, you could argue BF4 is RTS, at least in some parts... so a point is legit
 
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Lonbjerg

Diamond Member
Dec 6, 2009
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Maybe someday, someone will invent how to plug a mouse to a laptop. You never know what will future bring!

Ah..you meant laptop...they are not what I call mobile.

Mobile = smartphones
Portable = tablet/laptops

That how I see it.
 

Paul98

Diamond Member
Jan 31, 2010
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RTS is only a single example, just think about what you can do with a much larger number of unique objects.
 
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