Originally Posted by Deadboy90
Mantle is completely open, AMD said so themselves. Nvidia is free to code for it should they wish.
Mantle may be "open" but not only does it ONLY work for GCN cards (ie new and "select" previous generation AMD ONLY cards), it is NOT an "open source" system.
I defy ANY AMD person who is pushing the who "Mantle is open" mantra to prove where Mantle works on ANYTHING other than select AMD cards and is "open source".
I think you and others need to actually do some reading about Mantle before you bless it as being great for eveyone and say that it is an "open" system.
Edited by 47 Knucklehead - 9/30/13 at 12:43pm
A lot of press – ourselves included – immediately began comparing Mantle to Glide. Glide was another low level API that was developed by the long-gone GPU manufacturer 3dfx, and at the height of their power in the mid-to-late 90s 3dfx wielded considerable influence thanks to Glide. Glide was easier to work with than the immature Direct3D API, and for a time games either supported only Glide, or supported Glide alongside Direct3D or OpenGL. Almost inevitably the Glide rendering path was better in some respect, be it performance, features, or a general decrease in bugs. This was fantastic for 3dfx card owners, but as both AMD (nee ATI) and NVIDIA can tell you, this wasn’t great for those parties that were on the outside.
As a result of this, as great as Glide was at the time, it’s widely considered a good thing that Glide died out and that Direct3D took over as the reigning king of PC graphics APIs. Developers stopped utilizing multiple rendering paths, and their single rendering path was better for everyone as a result. Having games written exclusively in a common, industry standard API was better for everyone.
Mantle by its very nature reverses that, by reestablishing a low level API that exists at least in part in competition with Direct3D and OpenGL. Consequently while Mantle is good for AMD users, is Mantle good for NVIDIA and Intel users? Do developers start splitting their limited resources between Mantle and Direct3D, spending less time and resources on their Direct3D rendering paths as a result?