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System Name | -aLiEn beaTs- |
---|---|
Processor | Intel i7 11700kf @ 5.055Ghz |
Motherboard | MSI Z490 Unify |
Cooling | Corsair H115i Pro RGB |
Memory | G.skill Royal Silver 4400 cl17 @ 4403mhz |
Video Card(s) | Zotac GTX 980TI AMP!Omega Factory OC 1418MHz |
Storage | Intel SSD 330, Crucial SSD MX300 & MX500 |
Display(s) | Samsung C24FG73 144HZ |
Case | CoolerMaster HAF 932 USB3.0 |
Audio Device(s) | X-Fi Titanium HD @ 2.1 Bose acoustimass 5 |
Power Supply | CoolerMaster 850W v2 gold atx 2.52 |
Mouse | Razer viper 8k |
Keyboard | Logitech G19s |
Software | Windows 11 Pro 21h2 64Bit |
Benchmark Scores | ► ♪♫♪♩♬♫♪♭ |
Looks like AMD are hedging their bets.
With DirectX also looking to get "close(r) to metal", and OpenGL extensions having wider catchment -and immediate multi vendor support- Mantle really needs to hit the ground running, unless AMD plan on paying for the API to appear in games code.
Nearly, but OpenGL had it beat by three years - more if you consider its IRIS GL origins. The moral of that particular story is DirectX and OGL endure because they are vendor agnostic from the beginning. Glide, RRedline/Speedy3D, S3d, Matrox Simple Interface, Creative Graphics Library and a host of other vendor specific API's fell by the wayside because they remained proprietary, or were opened up too late to other vendors graphics.
Yes yes, all fine and dandy. But the main issue here is, its just talk, making it reality is another thing..
And i bet that won't happen soon, more like 2-3years time.
"When these optimizations kick in is still unknown and wether or not they will be able to compete with Mantle also remains to be seen of course. It will also be interesting to see if this will be a final DX12 feature, obviously available for Windows 8.1."