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[BSN]Exclusive Videos: AMD Mantle Explained with Q&A with Devs from Oxide and DICE  

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http://www.brightsideofnews.com/news/2013/11/14/mantle-explained-with-qa-with-devs-from-oxide-and-dice.aspx#.UoVv1lE1gsM.twitter

Yesterday, we had the opportunity to finally hear from AMD about how Mantle was going to change the way that developers make games as well as how games built with Mantle will be better. We were fortunate enough to attend yesterday's Mantle session with Guennadi Riguer, the Architect of AMD's Mantle low-level graphics API. He gave a pretty long, 45 minute long talk about it with powerpoint slides. Originally, his talk was on Tuesday but due to a complete overflow of attendance, they scheduled a new, second session on Wednesday. This session was also filled to capacity by the time the presentation began.
post #2 of 8
http://www.youtube.com/watch?v=ymoJOBJEMsg
post #3 of 8
Watched it all. Properly great stuff. The draw calls being increased from a max of 10k per frame (if coding is very good via an amazing developer) to 100k draw calls per frame, and that can be taken even further if you take advantage of the rest of Mantle's capabilities is amazing.

The chat about having really helpful and clear debugs about everything they're doing is really good, too.
    
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post #4 of 8
The draw calls increase is nothing but having a new memory buffer on VRAM that contains pre-configured commands, other APIs have them sent from the main system in a cumbersome form of "function(attribute1, attribute2, .., attributen)" so this should reduce overhead, especially since it will most likely have commands on shaders that use them without even triggering it from the main system.

I'm sure it can be easily used on all other APIs, even if it needs minor hardware support.

I expect OpenGL to have ready in next versions.
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post #5 of 8
Quote:
Originally Posted by fateswarm View Post

The draw calls increase is nothing but having a new memory buffer on VRAM that contains pre-configured commands, other APIs have them sent from the main system in a cumbersome form of "function(attribute1, attribute2, .., attributen)" so this should reduce overhead, especially since it will most likely have commands on shaders that use them without even triggering it from the main system.

I'm sure it can be easily used on all other APIs, even if it needs minor hardware support.

I expect OpenGL to have ready in next versions.

OpenGL 5 target is to process uo to 1 million Draw Calls.
What I learned about OpenGL 5 is that many extensions can be supported by current hardware but Unfortunately No current hardware is capable to do 1 million draw calls.

It's Extensions need more L1D cache and much higher bandwidth efficiency to make this dream come true.
L1D cache in Kepler does 0.66 Byte / FLOP.
while L1D cache in GCN 1.0/1.1 does 1.5 Bytes / FLOP.
AMD still leads with 226 % higher bandwidth.

But Nvidia Maxwell with 128 KB per SMX (Bandwidth is still unknown; 64 KB per SMX with Kepler and 64 KB per CU in Tahiti) would lead with 200% more space than GCN 1.0/1.1.

Maxwell with OpenGL 5.0 might compete with Mantle though.
But we shouldn't forget about Pirates Island (2015) might even enhance Mantle and support for OpenGL 5.0 as well.
This is so much competition we are going to see.
I can't wait to see Maxwell.
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post #6 of 8
Quote:
Originally Posted by sumitlian View Post


I can't wait to see Maxwell.

Agreed, have a feeling Nvidia is going to bring the noise with Maxwell. It's gonna be a monster..
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post #7 of 8
Quote:
Originally Posted by Boomstick727 View Post

Agreed, have a feeling Nvidia is going to bring the noise with Maxwell. It's gonna be a monster..

Why?
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