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post #11 of 15
DirectX suddenly catching up seems unlikely...and even if it did, if the update doesn't support Win7 and even Vista, well you know...

MS hasn't had their priorities straight for a long time now.

OpenGL being open stands a better chance of catching up (and absorbing actual Mantle API calls)
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post #12 of 15
Quote:
Originally Posted by Kuivamaa View Post

If DX catches up, then mantle will have served its purpose anyway.

Exactly, it's win/win!
Quote:
Originally Posted by FastMHz View Post

DirectX suddenly catching up seems unlikely...and even if it did, if the update doesn't support Win7 and even Vista, well you know...

MS hasn't had their priorities straight for a long time now.

OpenGL being open stands a better chance of catching up (and absorbing actual Mantle API calls)

Like DX, Mantle and OpenGL are fundamentally different. Some features could be adopted through an OpenGL extension, but that's about it. Big devs are also scared of OpenGL. Just look at the last AAA OpenGL title: Rage... even with Carmack and ID behind it, it was a buggy disaster at launch.

Microsoft also has plenty of time to update DirectX. However, being Microsoft, they're perfectly capable of screwing it up entirely by ignoring it or attatching some ridiculous arbitrary requirements (like DX12 in Windows Store apps only).
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post #13 of 15
Thread Starter 
While im neither a developer or a programer. I believe AMD has done more than just show some flaws or setbacks of other api's. They put together something that according to them, "this is what developers wanted" and as far as i have seen, their isnt any push back of developers saying differently. As for DX, microsoft does things on their schedule, and i dont think they feel DX is broken, or has flaws in the first place. Their gaming platform is xbox and soon mobile. AMD is trying to keep PC gaming alive, i feel nVidia should adopt manlte, all they need to do is release a driver for it, and AMD is supposed to release and SDK this year. Oxide's Dan Baker even stated:
Quote:
But it's not low-level in the sense that we are exposed to individual architectural decisions. For example, Mantle still abstracts the details of the shader cores themselves, so that we don't even know if we are running on a vector machine or a scalar machine. What isn't abstracted is the basic way a GPU operates. The GPU is another processor, just like any other, that reads and writes memory. One thing that has happened is that GPUs are now pretty general in terms of functionality.

That tells me that mantle not AMD hardware specific.
post #14 of 15
Thread Starter 
Kaveri APU and Mantle

http://techreport.com/review/26042/a-quick-look-at-mantle-on-amd-kaveri-apu
Quote:
For now, I'd still recommend that Kaveri users give the Mantle renderer a shot. There's no harm in trying. Ill-placed latency spikes might get you killed in multiplayer, but at the end of the day, I think the Direct3D renderer's general choppiness and lag might actually lead to more lost battles.

It looks like Mantle optimization has more room to grow. I hope that these "bugs/spikes" get worked out.
If games like BF4 can be played on low-end budget rigs, this could bring more console devs over to the PC platform, and "mantle" looks to be the bridge they need.
post #15 of 15
They should've used same price range CPUs. As it is in those tweaktown charts, AMD system with mantle barely on par with non-mantle intel cpu biggrin.gif Then Intel system using Mantle again non-reachable with AMD system biggrin.gif
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