It's funny how people are all sceptical over Mantle. Like low level API's are something new. Am i really the only one who remembers 3dfx Glide and S3 Metal ?
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It's funny how people are all sceptical over Mantle. Like low level API's are something new. Am i really the only one who remembers 3dfx Glide and S3 Metal ?
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It's funny how people are all sceptical over Mantle. Like low level API's are something new. Am i really the only one who remembers 3dfx Glide and S3 Metal ?
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In a perfect world all devs WOULD care a lot about optimization, CryTek, not so much. They're more interested in melting PCs, by their own words. Neither CryTek or Id are good examples of good game optimization. Carmack's horrible Megatextures concept obviously had benefits only on their side speeding up production, and nothing but tradeoffs on the user side. The nuances of how the games are made mean little really, it's more about the potential via the engines they build, because the rest is their personal vision vs expertise.What right do people get to complain about inefficiencies if they cannot be bothered to make optimizations? I never hear about Crytek or 4A Games complaining about Graphics API's. I've heard Carmack voice his dislike of DirectX but also crap all over OpenGL for not updating quickly enough. I like DICE's games, but they are far from perfect, and have really odd priorities if they think their time is best spent working with AMD on Mantle. How about changing Battlefield's hit detection to serverside and fixing the god damn net code so people stop killing each other at the same time ~50% of the time.
Supported by is not the same as requested and co-developed by, not by a long shot. It's easy to sit back and say we'll try it if you make it, with no commitment up front.Glide was supported by quite a few devs as well. Hell, looking at the list EA and Interplay appear to have taken quite a liking to Glide.
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In a perfect world all devs WOULD care a lot about optimization, CryTek, not so much. They're more interested in melting PCs, by their own words. Nether CryTek or Id are good examples of good game optimization. Carmack's horrible Megatextures concept obviously had benefits only on their side speeding up production, and nothing but tradeoffs on the user side. The nuances of how the games are made mean little really, it's more about the potential via the engines they build, because the rest is their personal vision vs expertise.Supported by is not the same as requested and co-developed by, not by a long shot. It's easy to sit back and say we'll use it if you make it, with no commitment up front.
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Crytek games are well optimised, as you can run them on a lot of computers with lower settings. When you turn everything to 11 they melt PC's, and I believe the lack of that option is one of the things PC gamers bitch about when they talk console games.
I'm skeptical because it's AMD, their PR team is horrifically bad. I remember Glide (not so much Metal) hence why I referenced it--I'm worried about a similar situation where one manufacturer depends on a low level API to maintain a performance edge. Honestly, I find it a bit confusing that AMD claims all these developers are asking them for a solution to code to the metal when back during the Glide-era developers were begging Microsoft and SGI to make a hardware agnostic API to get away from coding to the metal.
We'll see how it plays out, but I'm not willing to accept these 10x performance gains AMD is touting. I've heard similar talk in the past and it never pans out as well as intended.
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The skeptics like I don't doubt that the technology can provide performance improvements or if it can be implemented. However, we are still wondering:
- What magnitude of overall performance improvement will result?
- Will this actually catch on and have widespread adoption?
The common misconception seems to be that Mantle brings only CPU gains, and only helps with low end GPUs. This is not true.
Here are some examples of potential GPU gains:
Bindless textures and hardware virtual memory (*) allow rendering in larger batches, thus increasing the GPU utilization (GPU partially idles at start/end of draw/dispatch calls). Application controlled memory management means that GPU needs to shuffle less resources around (this isn't only a CPU hit and many current games have frame rate spikes because of this issue). Also the developer can pack resources more tightly (multiple resources in same page/line, increasing memory/cache utilization). With Mantle you can run multiple kernels in parallel (or kernel + graphics in parallel) in a controlled way, and thus reduce the GPU bottlenecks. For example render a shadow map (mostly ROP and geometry setup) and compute ALU heavy pass (for example lighting for the previous light source) at the same time. This results in much higher GPU utilization. Better predicates and storing GPU query results to GPU buffers (without CPU intervention) allow GPU optimization techniques that are not possible with PC DirectX. AMD also claims improvements to indirect draw/dispatch mechanisms, but do not spill the details in Mantle slides (these improvements potentially bring big GPU gains for certain advanced use cases). Direct access to MSAA data could also make deferred rendering AA much faster (more about that in the reply below).
(*) DirectX 11.2 also has partial support for hardware virtual memory (in form of tiled resources). However it has limitations and the Windows 8.1 requirement basically makes the API useless right now (Mantle has much bigger user base right now). Hopefully Microsoft will solve this issue, and bring some other Mantle's features to 11.3 (and/or 12.0).
AMD announced that with Mantle we finally have full manual access to both GPUs in Crossfire. This is excellent news. I was quite worried that SLI/Crossfire would die soon, as many new graphics engines will start doing scene management and rendering decisions on GPU side. Alternate frame rendering (with automatically synchronized memory between cards) is just not a good fit for a scenario where the data set is mutated slightly every frame (by compute shader passes that are pretty much impossible to analyze by automatic logic). AFR works best when everything is freshly generated during a single frame and there are no dependencies to existing data. However this kind of processing is a huge waste of GPU (and CPU) time, and frankly we can do much better (and I believe that forthcoming "pure" DX11+ engines that have no legacy baggage surely will). With Mantle, supporting Crossfire is possible even in these kinds of advanced GPU driven rendering engines. Hopefully Nvidia releases something similar in the future as well, or they will see very bad SLI scaling in some games/engines in the future.
Deferred antialiasing will be much more efficient, assuming the "Advanced MSAA features" in the Mantle slides means that you have direct access to GPU color/depth blocks and MSAA/layer data (including coverage sample index data). With all that data available, tiled (and clustered) deferred renderers can separate pixels (different sample counts) more efficiently and recover geometry edge information (using coverage samples) in a much more precise and efficient way.
That would definitely give a big GPU boost for a deferred renderer with MSAA (especially with coverage based EQAA/CSAA). Of course estimating the gains is not possible right now, since AMD hasn't yet released full Mantle API specifications, so we don't know exactly how low level access you have to the MSAA & depth/color compression data.
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When you turn everything to 11 they melt PC's, and I believe the lack of that option is one of the things PC gamers bitch about when they talk console games.
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This pretty much makes my point. Instead of being optimized for the consumer market they target most, they "melt PCs". It's not hard in the final phases of production to dial things in for the current top shelf hardware at that time and not have this be the case. What's the point of having high end graphics if you can't use max settings without problems and have to wait to upgrade your GPU? By then most are tired of the game. This is why most games are NOT in fact made for hardware not available yet.
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Optimization to the extent you're now referring to has never been CryTek's goal or result. You just can't expect a solid 60 FPS at 1080p with max settings unless you're doubling up your GPUs in SLI or Crossfire.
For the record I was for a long time willing to settle for the best settings I could make do with when I was using a mere GTS 250 for over two years, but CryTek games are noted for the extra details they bring graphically.
It's kinda contradictory to equip yourself for such games and not use max settings, because it's only then that you employ the extra eye candy that separates them from other games, but at a cost.
Anyways, back on topic, we're somewhat straying from that. Mantle at least brings to the table not just an alternate graphics API that promises to bring more efficiency in gaming, but more in developing with it's debugging, and the latter is what I think is most exciting.
Teams like CryTek that try to juice the most out of hardware should now be able do it more predictably without going overboard. It will help dial in graphics power much better within acceptable performance limits.
Interesting to note too that CryTek started out with Nvidia, and with Crysis 3 went with AMD. I don't know if it had anything to do with Mantle, but it's certainly a possibility given what they're striving for with it's use in development.
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Not that Frostbite isn't a good engine in it's own right, but it's complex coding is a big learning curve for most devs, and too much use of only Frostbite with Mantle is going to send a bad message to those wanting to implement it in their own engines.
I'm not sure Crysis 1 really NEEDS a remake with a different engine. Use of Mantle just might make it more efficient on the updated version of CryENGINE.
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That doesn't make any sense.
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He's saying the growth of anything is dependant on the barrier to entry. Frostbite is infinitely more difficult to use than say, Unity or Unreal. Not to mention I believe it is very cost prohibitive, so you're unlikely to see anyone not developing for EA using it. I would assume Mantle requires alterations to be made to game engines, so who knows if these other more readily available engines will be updated to make use of Mantle.
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What on earth does mantle have to do with Frostbite ?
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Probably the fact that Frostbite is the entire center of their marketting strategy for Mantle? If AMD just quietly released Mantle everybody would ignore it, they are pushing it hard with the Frostbite engine to show people its capabilities.
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That's just patently false--AMD is pushing Mantle, to do such they have to prove it's actually worth investing in, that's where Frostbite comes in. If they (along with DICE) can prove it has benefits other developers will work with it. But as it stands, with only Frostbite they can't do a ton because EA keeps Frostbite under lock and key. The biggest issue is that it [i assume you mean Mantle] needs to be configured to work properly with additional engines, preferabbly ones that are readily available--like Unity or Unreal--so that more developers can have a go at it.
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That's bullshit.
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I think you're confused here. Most game studios never touch Mantle (or DirectX) directly; they will only utilize it through game engines. So if game engines don't adopt Mantle support, Mantle will remain an interesting idea but nothing more. EA's Frostbite is a test platform to try to convince other game engine developers to use it, but Frostbite is basically only for EA games; just announcing Frostbite support and nothing else is not enough to change the market. Think about the last five years; there are countless games on Unreal Engine 3 but only a small minority on Frostbite 1/2 (basically EA only). Believe it or not there is a lot of money invested in the DirectX ecosystem, and it's going to take a big push to change the status quo and convince companies like Epic Games to invest tens to hundreds of millions of dollars to integrate Mantle support.
Exactly. The burden is on Developers to implement Mantle, and AMD has to entice them and prove it's worth the investment. If Mantle were something they could just tack on everyone would already be working on it, but the fact is they have to rework their game engines to support it, which will take a lot of time and money.
If Mantle were something they could just tack on everyone would already be working on it
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You guys have a preconditioned view that AMD is using DICE as PR, and also, it's developers who wanted Mantle, which pretty much invalidates everything you're trying to say; not the other way around. If Mantle was nothing and there weren't big developers involved I would have detected PR spin a long time ago
basically I have no interest in discussing this, you're wrong, it doesn't work this way, you're mixing things around, Frostbite is not being exploited for PR, it could be any engine that happened to be the first one implemented, you guys are spinning this around Nothing what you have said makes sense considering everything we've heard, I suggest you go back to page 1 and check out all the links.