Truly open standards already exist in opengl, no point in putting in another.
Nah. I'm going to have to check the "Strongly Disagree" box there.
AMD's position with mantle is simply that it allows they to direct where it goes and since they are so close to the hardware, they are able to iterate the API much faster than a truly open standard.
Nah. They are optimizing for their GCN architecture only. They want a head start before letting anyone else near it (which is understandable), and they certainly aren't coding to help Intel or Nvidia
Adding people to a project don't just make things faster
Having access to the code would still allow Intel and Nvidia to work towards their own implementation even if AMD controls the API - which Huddy is already on record as saying will be the case. The fact that AMD will always control Mantle and be able to change the specification without consultation means that it remains what AMD intended - an AMD feature. Do I disagree with AMD's stance? No. It is what any sane management would do to preserve or increase their visibility in a cut-throat market.
Do AMD do it less than other companies? Yes they do, but then, they aren't a software company. They've always relied upon third parties to develop for them - which is why when their hardware has always been first rate they still can't make serious inroads into the pro markets.
They would benefit as well in the long run to not have to be depending on Microsoft. Its unlikely to cost nvidia much and they get to have a checkbox saying "The best mantle support".
Wouldn't happen. What would stop AMD from revising Mantle just before the release of a major game? AMD already tried the delay tactic with TressFX so it wouldn't be completely out of character
The difference being when AMD adds an effect (TressFX for instance) it is allowed to run on nVidia hardware.
When they had access to it you mean?
UPDATE: I know that some of our readers, and some contacts and NVIDIA, took note of Huddy's comments about TressFX from our interview. Essentially, NVIDIA denied that TressFX was actually made available before the release of Tomb Raider. When I asked AMD for clarification, Richard Huddy provided me with the following statement.
I would like to take the opportunity to correct a false impression that I inadvertently created during the interview. Contrary to what I said, it turns out that TressFX was first published in AMD's SDK _after_ the release of Tomb Raider.
Anyways, you already seem to have made up your mind about nvidia being somehow superior, there is nowhere to go from there.
Well, we're talking about software- and in that context I would say yes they are, as well as general gaming-centric features
Adaptive V-Sync /frame pacing whose solution came first, Nvidia or AMD ?
Global game profiles in the CP - whose solution came first, Nvidia or AMD?
Which gaming SDK came first TWIMTBP or GITG ? (and who stopped their gaming dev program out of lack of interest?)
GeForce Experience or Raptr - which came first ?
Shadowplay or Game DVR - which came first ?
Nvidia CUDA or AMD OpenCL ? Which came first and which has added more value to the respective portfolio ?
The fact that some of AMD's answers for Nvidia's software - and Mantle itself for that matter - have more input from third party devs than AMD itself should be a fairly good indicator in itself on the relative strengths of the software teams, and that 's without adding in the pro software suites like
OptiX, SceniX, and CompleX, and their
Mental Ray and iRay ray tracing programs ( do AMD have comparable software suites....or any software suites outside of an OpenCL kit?), or PhysX program..........so yeah, on the balance of the evidence I'd say that Nvidia's dev's are superior to AMD's when it comes to software, so call it what you want, but the self evident range of software is a fact, not an opinion.