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[EnGadget] Next-gen strategy game engine lets you control an army of 5,000 units at one time - Page 6

post #51 of 69
Quote:
Originally Posted by SpeedyVT View Post

It uses a cpu dependent engine to not only render graphics to but handle physics. Mantle balances that load between the hardware.

Not really. First of all Star craft 2 is very poorly threaded and thus can't effectively use the full potential of an modern mutlicore CPU. Second mantle does not really offload or balance stuff but rather
significantly reduces the CPU overhead and allows for better multithreading and as a result developers are less limited by the CPU.

That's what they are demoing here. Mantel also allows for lower level access to the GPU and that in turn means developers can write more optimized rendering code, resulting in improved graphics potential.

As far as I know though mantel does not really help with physics. Well at least not strait out of the box. It might make it easier to code GPU accelerated physics engines like tressfx/havoc.
    
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post #52 of 69
Quote:
Originally Posted by xentrox View Post

Would be nice to know the exact specs of that laptop.

Nevertheless, very impressive and I appreciate you sharing that link with us.

Heres the specs, the article states it, and I found an image with the same laptop, at the AMD Stand.

http://www.msi.com/product/nb/GX70-3BE.html#overview
Linked to prove I didn't make this up:
Windows 8.1
AMD Quad-Core A10-Series processor
AMD Radeon™ HD 8970M Discrete Class Graphics
Matrix display Technology Support
Exclusive Cooler Boost technology
Sound Blaster Cinema with better surround effects
Killer Gaming Networking for priority online gaming
A Keyboard made just for gamers by SteelSeries
Exclusive Audio boost design for crystal clear audio fidelity
Keyboard by SteelSeries with full color LED back light and solid feedback design (Option)
17.3" Full HD (1920x1080) anti-glare LCD panel in LED backlight

Here's the image:
post #53 of 69
Quote:
Originally Posted by agrims View Post


As for why BF4 is showcasing Mantle is quite easy... It allows for better physics and more particles. Say you are playing a fast paced FPS vice a RTS game, and you are running and gunning. A grenade blast can only have so many particles that the system can assign it, and still accomplish everything else it, the API has to do. So with Mantle, it makes it, as Honey Boo-Boo's mom would put it: BEAUTIMUS.... a glorious spectacle of hellfire and brimstone! I am all for the way Mantle is adapable to the genre of game!

But you can make a really nice grenade with out too many draw calls to the CPU. You just don't need that many unless you want the grenade to have thousands of pieces of shrapnel which would limit it only to single player games as there is no chance you will get that to work well over a multilayer game. Graphically speaking it probably wouldn't hold a candle to what could be done with PhysX anyway if you want to go proprietary...which Mantle currently is since the only version made is for AMD hardware and I doubt Nvidia is going to come asking about it just like how AMD never went to Nvidia to ask them about PhysX.

Mantle is going to shine in an RTS...if it works like it is claimed. Combining the little group of pixels that is a unit with the code that does its actions is where all the extra interaction with the CPU is going to be important. Really Mantle is more of a CPU performance boost since it streamlines how the CPU and GPU interact and share data.
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post #54 of 69
Will be 3x more excited about Mantle when NVidia can use it.
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post #55 of 69
Quote:
Originally Posted by perfectblade View Post

so great we can watch giant armies smash against each other (total war) instead of something actually requires skill and strategic micro (starcraft)

Controlling 5000 troops doesn't take skill? I rather play any total war game over starcraft any day. Yes, and that includes the new Rome 2.

Any strategy game that gives me massive amount of troops to command sounds great to me. I'm tired of all these base building 200-500 population capped birds eye view RTS games.
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post #56 of 69
Quote:
Originally Posted by SGT. Peppers View Post

Controlling 5000 troops doesn't take skill? I rather play any total war game over starcraft any day. Yes, and that includes the new Rome 2.

Any strategy game that gives me massive amount of troops to command sounds great to me. I'm tired of all these base building 200-500 population capped birds eye view RTS games.

it's not about the amount of units, it's about the strategy and micro required. total war games pretty much just have you line your troops and smash into the other army, sc2 has you micro individual units so even if you're dealing with far fewer units it's way more demanding. if they applied this tech to a total war game, you would get the same effect just with more units. it's totally about graphical fidelity about in-depth gameplay. when i play a tw game i feel like i'm playing risk, more or less. because all the strategy comes from outside the combat (and it's not really that in-depth there either).

personally i like turn-based strategy games the most since they can be strategic without requiring insane amounts of micro. and mobas
post #57 of 69
Quote:
Originally Posted by Anthos View Post

False. Command and conquer games never had any pop cap limits whatsoever.

False, Command and Conquer 4 have pop caps.
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post #58 of 69
Quote:
Originally Posted by sherlock View Post

False, Command and Conquer 4 have pop caps.

Never played that one as it has nothing in common with the rest series.
post #59 of 69
Quote:
Originally Posted by Bit_reaper View Post

Not really. First of all Star craft 2 is very poorly threaded and thus can't effectively use the full potential of an modern mutlicore CPU. Second mantle does not really offload or balance stuff but rather
significantly reduces the CPU overhead and allows for better multithreading and as a result developers are less limited by the CPU.

That's what they are demoing here. Mantel also allows for lower level access to the GPU and that in turn means developers can write more optimized rendering code, resulting in improved graphics potential.

As far as I know though mantel does not really help with physics. Well at least not strait out of the box. It might make it easier to code GPU accelerated physics engines like tressfx/havoc.

Is it that necessary to over complicate what I mentioned?
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post #60 of 69
Quote:
Originally Posted by Vagrant Storm View Post

But you can make a really nice grenade with out too many draw calls to the CPU. You just don't need that many unless you want the grenade to have thousands of pieces of shrapnel which would limit it only to single player games as there is no chance you will get that to work well over a multilayer game. Graphically speaking it probably wouldn't hold a candle to what could be done with PhysX anyway if you want to go proprietary...which Mantle currently is since the only version made is for AMD hardware and I doubt Nvidia is going to come asking about it just like how AMD never went to Nvidia to ask them about PhysX.

Mantle is going to shine in an RTS...if it works like it is claimed. Combining the little group of pixels that is a unit with the code that does its actions is where all the extra interaction with the CPU is going to be important. Really Mantle is more of a CPU performance boost since it streamlines how the CPU and GPU interact and share data.

Don't think grenade shrapnel is anywhere close to the priorities if you are after realism in BF or any other FPS...
Lets start with bullet trajectories if anything...or shooting through thin walls, that alter its travel path and velocity / effectiveness as it goes through them etc.
That could be cool.

Starting "simulating everything" - instead of key items that could add to tactics etc - would kill the fun / arcade character of an FPS, or any game tbh.
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