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[AMD Gaming Blog] The four core principles of AMD’s Mantle - Page 7

post #61 of 69
Quote:
Originally Posted by NaroonGTX View Post

Damn, that's horrible. Somehow I don't think Gearbox did that on accident... They probably tried to make people sway towards buying a GeForce card so they could "stop" the slowdowns, lol. I wouldn't hate PhysX so much if it didn't suck. I tried it back in the day when I still used GeForce cards and was unimpressed with many of the games that had it, or rather the implementation of it. It was a huge letdown because a lot of the tech demos were amazing. Though I guess that's just how all tech demos are... They can be amazing but you'll very rarely see anything like it in an actual game. tongue.gif

Yeah it's kinda like TressFX, When i run it in Tomb Raider (Ultimate settings) i get around 50-65 fps. When i turn it off: 60-70 fps, I can deal with that though, Lara needs her swishing hair tongue.gif

kinda why i'm excited about Mantle, I'm an AMD fanboy, no doubt there but i'm not blind when it comes to performance and all i'm hoping from Mantle is that it takes a 7950 and gives it 7970/280x levels of performance.....If it can do that, then I'm impressed.

With most of EA big name games signed up for using Frostbite 3, it's looking like we aren't going to be short on choices here.

2014 is shaping up to be a very interesting year for the PC crowd.
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post #62 of 69
The text does the mistake to talk to programmers like they aren't already some of the smartest people on the planet. They already know without even thinking most of the attributes of the market described, e.g. don't tell them "now AMD is in all consoles", they obviously know it.

Then it does the mistake of trying to mislead readers with lies. "The PC is a maze of abstraction layers", when it is obvious one can use OpenGL and the Shading Language and nothing else, and by doing so, use your cards AMD, only, without even touching the CPU or RAM for almost all of the time (especially during actual rendering). Hence, what they must prove is that in a situation the GPU/VRAM is already used almost exclusively, their API will give high performance, and a single game like B4 that obviously has a marketing-based deal with AMD is not conclusive proof.

Note: A lower level API can obviously give better performance but what is at stake here is the time investment over the benefit, and in a situation general APIs are already way beyond the age CPU and RAM were used, you have to prove that when you are not dealing with consoles, but with PCs with an immense variety of setups, you can justify the cost of development for all those setups (even the same AMD architecture but on a different model, different VRAM, different main system speed etc. can be a (big) headache).

3 is just giving themselves a pat on the back, "new is good", nope new crap isn't good. I'm not saying this is crap. But the third argument is.

4 is just something that should be obvious to a child designer. It seems like filler.

It seems like there are 2 points but they seemed too few so they added 2 more. Correction, there is only 1 point, the 2nd since the 1st is just obvious old news.
Edited by fateswarm - 10/19/13 at 1:00am
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post #63 of 69
Quote:
Originally Posted by fateswarm View Post

The text does the mistake to talk to programmers like they aren't already some of the smartest people on the planet. They already know without even thinking most of the attributes of the market described, e.g. don't tell them "now AMD is in all consoles", they obviously know it.

Then it does the mistake of trying to mislead readers with lies. "The PC is a maze of abstraction layers", when it is obvious one can use OpenGL and the Shading Language and nothing else, and by doing so, use your cards AMD, only, without even touching the CPU or RAM for almost all of the time (especially during actual rendering). Hence, what they must prove is that in a situation the GPU/VRAM is already used almost exclusively, their API will give high performance, and a single game like B4 that obviously has a marketing-based deal with AMD is not conclusive proof.

Note: A lower level API can obviously give better performance but what is at stake here is the time investment over the benefit, and in a situation general APIs are already way beyond the age CPU and RAM were used, you have to prove that when you are not dealing with consoles, but with PCs with an immense variety of setups, you can justify the cost of development for all those setups (even the same AMD architecture but on a different model, different VRAM, different main system speed etc. can be a (big) headache).

3 is just giving themselves a pat on the back, "new is good", nope new crap isn't good. I'm not saying this is crap. But the third argument is.

4 is just something that should be obvious to a child designer. It seems like filler.

It seems like there are 2 points but they seemed too few so they added 2 more. Correction, there is only 1 point, the 2nd since the 1st is just obvious old news.

Pretty sure they just did this to clear up a few misunderstandings and to just let everyone know about Mantle again........just in case we didn't hear about it the first 2 or 3 times smile.gif
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post #64 of 69
Well i haven't been on OCN for a fair while so i'm struggling to remember most users.

I'm a PC gamer, so this article was really good for me,

Also, It's an advancement I can't really see how that's bad for anyone (except some Nvidia users) the 780 and Titan will still punch out enough performance to play everything at a decent rate.
7k series owners and up will have a big benefit, especially if you are using an AMD cpu as well.

eh, i guess you are never going to please everyone......I'm just happy that i won't have another crappy console port.....GTA IV anyone?
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post #65 of 69
Actually I believe that AMD does have something like Physx, it's a SDK called Bullet. The developer of Bullet, Erwin Coumans actually works for AMD, on his linkedin page it says he's the


Principal Physics Engineer at Advanced Micro Devices
Architect at Bullet Physics Simulation for Film and Games.

But apparently unlike physx it's open source:cough: :cough:, I know Blender uses it. It's pretty amazing.
post #66 of 69
Quote:
Originally Posted by SandGlass View Post

Actually I believe that AMD does have something like Physx, it's a SDK called Bullet. The developer of Bullet, Erwin Coumans actually works for AMD, on his linkedin page it says he's the


Principal Physics Engineer at Advanced Micro Devices
Architect at Bullet Physics Simulation for Film and Games.

But apparently unlike physx it's open source:cough: :cough:, I know Blender uses it. It's pretty amazing.

GTA IV uses the Bullet physics Engine.

And yes it was developed by AMD, and yes it's open source.
post #67 of 69
Quote:
Originally Posted by SlackerITGuy View Post

GTA IV uses the Bullet physics Engine.

And yes it was developed by AMD, and yes it's open source.

"The Bullet physics library is published under the zlib license. Erwin Coumans, its main author, worked for Sony Computer Entertainment US R&D from 2003 until 2010. He now works for AMD."

Source: Wiki
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post #68 of 69
Quote:
Originally Posted by sumitlian View Post

"The Bullet physics library is published under the zlib license. Erwin Coumans, its main author, worked for Sony Computer Entertainment US R&D from 2003 until 2010. He now works for AMD."

Source: Wiki

Damn, I could have sworn reading about it over at bit tech.net and them mentioning that it was developed under AMD's roof.

Either way, thanks for the info mate.
post #69 of 69
Quote:
Originally Posted by 2010rig View Post

They need 8 REAL cores first. wink.gif

Can of worms, opened.
Well atleast modules are more like 2 cores than Intel's HT.
Interlagos has 8 modules btw

you know Nvidia is pushing out a 780TI just because there is a 290X launching they know they have a dissadvantage at this point in time due to being stuck on 28nm just as AMD and having a bigger die in the top end.
They can only do arch improvements and have no magic Mantle performance booster.
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