The AMD Mantle Thread

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smackababy

Lifer
Oct 30, 2008
27,024
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Heh. I hope that you're kidding. If the game publisher is smart, they are waiting to see if Mantle's performance benefits are actually worth the development effort before advertising the hell out of it.

I only wish that AMD's marketing department took the same tact. I personally don't want to see another tweet, press release, or slide deck from them related to Mantle until they actually have the drivers ready for end users to download. I think that most people would agree with this.

You know what? I'll go one better... I think that the Mods should lock this thread until Mantle is released. It would certainly cut down on the trolling and rampant speculation.

AMD is spending more resources making slides about Mantle than actually getting it working in games. >_>
 

ASM-coder

Member
Jan 12, 2014
193
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0
I think that the Mods should lock this thread until Mantle is released. It would certainly cut down on the trolling and rampant speculation.
While I share that frustration, and wish Dice would release this thing, "for crying out loud," I don't see any point in locking this thread. Maybe rename is to "the Mantle speculation thread." But I enjoy the speculation and anticipation, and hope it succeeds. But if it falls flat, oh well.

What I don't understand is those who want to rain on the parade, What's that about? How is that entertaining? And if Mantle does fail, as many of you seem to hope, how do you benefit? I haven't figured that out yet.
 
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Phynaz

Lifer
Mar 13, 2006
10,140
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What I don't understand is those who want to rain on the parade, What's that about? How is that entertaining? And if Mantle does fail, as many of you seem to hope, how do you benefit? I haven't figured that out yet.

It's nothing new. There were Ford vs Chevy vs Mopar fights in the 50's.
 

smackababy

Lifer
Oct 30, 2008
27,024
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While I share that frustration, and wish Dice would release this thing, "for crying out load," I don't see any point in locking this thread. Maybe rename is to "the Mantle speculation thread." But I enjoy the speculation and anticipation, and hope it succeeds. But if it falls flat, oh well.

What I don't understand is those who want to rain on the parade, What's that about? How is that entertaining? And if Mantle does fail, as many of you seem to hope, how do you benefit? I haven't figured that out yet.

The people who are "raining on the parade" are being realists. Those who think otherwise are the ones enamored with the "AMD mouthpieces said over 9000 draw calls!" and "DX is so terrible omg" stuff they continue to post.

The fact remains that if Mantle succeeds, it will require 2 builds for every game that includes it. A Mantle build and a DX build for the other 95% of the people who will play the game. That is going to either increase the resources required for said game to be developed, tested, and released OR move some of the already acquired resources away from a single build FOR EVERYBODY.

Personally, I think Mantle will end up like every other low level API: it will be beneficial to those who can use it effectively; however, the majority of developers will stick with a high level API due to the easy of use and reduced cost of learning less low level operations.
 

Phynaz

Lifer
Mar 13, 2006
10,140
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The fact remains that if Mantle succeeds, it will require 2 builds for every game that includes it. A Mantle build and a DX build for the other 95% of the people who will play the game.

No. First, I believe you mean releases, not builds.

Second, It will require an additional code path for the Mantle calls instead of DX calls, and additional engine code for the Mantle stuff.

It certainly is not going to require a completely different release of the game just because of a different renderer code path.
 

smackababy

Lifer
Oct 30, 2008
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No. First, I believe you mean releases, not builds.

Second, It will require an additional code path for the Mantle calls instead of DX calls, and additional engine code for the Mantle stuff.

It certainly is not going to require a completely different release of the game just because of a different renderer code path.

IIRC, Johan said the Mantle version of BF4 would likely require a completely different build, which could be expected. Having so many code paths completely different (and the logic based around what each is doing) makes little sense to bloat each release. It would be much easier from a development standpoint to have two alternate builds rather than all of that packed into one. The installer can easily have the option between which version to install.

Release in terms of a separate product, packaging and such? No. A build based on source code from a different branch being included? I can certainly see it requiring such.

And regardless of that, you still have to fully test the game using both rendering paths (even if it is all in one build). That requires double the QA tests.
 

Phynaz

Lifer
Mar 13, 2006
10,140
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It would be much easier from a development standpoint to have two alternate builds rather than all of that packed into one.

You've never done large scale software development. Doing it your way would be insane. I can't think of a single reason to do it that way. I can't even think of any SDLC tools that would operate in such a fashion.
 

TerryMathews

Lifer
Oct 9, 1999
11,473
2
0
IIRC, Johan said the Mantle version of BF4 would likely require a completely different build, which could be expected. Having so many code paths completely different (and the logic based around what each is doing) makes little sense to bloat each release. It would be much easier from a development standpoint to have two alternate builds rather than all of that packed into one. The installer can easily have the option between which version to install.

Release in terms of a separate product, packaging and such? No. A build based on source code from a different branch being included? I can certainly see it requiring such.

And regardless of that, you still have to fully test the game using both rendering paths (even if it is all in one build). That requires double the QA tests.

Can we agree that BF4 isnt a good representation of best industry practices?
 

cytg111

Lifer
Mar 17, 2008
23,561
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You've never done large scale software development. Doing it your way would be insane. I can't think of a single reason to do it that way. I can't even think of any SDLC tools that would operate in such a fashion.

Well, suppose you are struggling and uphill battle vs bugs on the vanilla version(dx), lawsuits coming in and worse - you do not want to alter/add any unneccesary code to that build, you want to keep it simple, stupid and stable(kiss-s).
 

smackababy

Lifer
Oct 30, 2008
27,024
79
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You've never done large scale software development. Doing it your way would be insane. I can't think of a single reason to do it that way. I can't even think of any SDLC tools that would operate in such a fashion.

I have done large scale software development. It isn't hard to bundle two executables into the installer and have each choose which will be installed.

And I can't think of a single SDLC tool that is popular that doesn't allow for multiple branches of files.

What is most likely happening in the BF4 development is they have a trunk of DX code and a branch that contains all the Mantle. Once they are satisfied with both, they can merge them together and include some API to determine which path to use (DX or Mantle), adding in some performance hit, or they can simply build using the DX source and then build against using the Mantle branch source. Include in the installer both executables and the assets required to run the game.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
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I have done large scale software development. It isn't hard to bundle two executables into the installer and have each choose which will be installed.

And I can't think of a single SDLC tool that is popular that doesn't allow for multiple branches of files.

What is most likely happening in the BF4 development is they have a trunk of DX code and a branch that contains all the Mantle. Once they are satisfied with both, they can merge them together and include some API to determine which path to use (DX or Mantle), adding in some performance hit, or they can simply build using the DX source and then build against using the Mantle branch source. Include in the installer both executables and the assets required to run the game.

I have a few games which include multiple .EXE's for different DX versions. The ones I have, or know about, include both .EXE's during install, and let the launcher call the one you choose with your settings.
 

Phynaz

Lifer
Mar 13, 2006
10,140
819
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And I can't think of a single SDLC tool that is popular that doesn't allow for multiple branches of files.

A branch isn't a whole new release. That's why you would have one project, and the different rendering paths are different packages. Then the rendering paths come together when your code is promoted to merge state.

You certainly don't maintain two entirely separate code bases for a game.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
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I have a few games which include multiple .EXE's for different DX versions. The ones I have, or know about, include both .EXE's during install, and let the launcher call the one you choose with your settings.

I was thinking Mantle would have different assets at first for some reason, but in reality, it would use 100% of the same as the DX version. So, simply including another (Mantle specific) executable would be trivial with two builds.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
I was thinking Mantle would have different assets at first for some reason, but in reality, it would use 100% of the same as the DX version. So, simply including another (Mantle specific) executable would be trivial with two builds.
That would certainly be a logical way to do it.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
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A branch isn't a whole new release. That's why you would have one project, and the different rendering paths are different packages. Then the rendering paths come together when your code is promoted to merge state.

You certainly don't maintain two entirely separate code bases for a game.

I didn't say that. I said two different builds. Merging them makes little sense, as you'd need an API to control which render path your code takes, which could have performance implications. It also depends on how different the paths end up being. If it comes down to a simple call, with all the logic being the same, then it would be okay. However, that doesn't seem likely, considering them saying you have much lower level resource management in Mantle. Having a base (most likely DX, as that is the larger target market) and then a Mantle branch to rewrite and tweak makes a lot of sense (at least, to a developer without access to the API). You can then easily have to builds compiled into two executables to be released.

And since the DX version of BF is already released, this Mantle version would be an additional release, in the development sense. But, every patch is also likely treated as a release, just with a starting base of the previous release.
 

7stars

Member
Apr 18, 2013
36
0
0
IMO mantle is a mistep. AMD should have spent the time developing a physics engine for use on their igps, making it easier on the CPU.



and so, why?
do you mean that's not true?
Do you ever studied DirectX and know about its core? and again, DX was developed for multicores and modern GPUs ? in your opinion why consoles have smoother gaming experience? do you think that our hardware now is really fully exploited? In 2014, software must go hand in hand with hardware or we must have (potentially) the best car but put in there as pilot Chilton or Maldonado instead of Vettel?
 
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