Originally Posted by Liranan
you will see that the reason AMD abandoned Mantle is because M$oft used it in DX12.
No, AMD abandoned it because they couldn't make developers switch to mantle at the account of huge costs and bad optimization.
BF4 took over a year to adapt and provide support for mantle, and even when they finished, it would not beat DX11 performance until further optimization was done.
DX12 started development before AMD even finished making mantle with dice (who did most of the heavy lifting for AMD). There was never a chance that MS would not use DX12 and swap to mantle.
AMD abandoned mantle because it never had a future as they never released the sources of this "open source" api, it was too costly to switch, and had nothing special on the table to provide reason to switch against DX11 and gameworks. AMD officially discontinued mantle barely a year ago.
Originally Posted by umeng2002
I think Mantle did. I don't remember hearing anything about DX12 and better threading until after Mantle was already out.
nVidia can make TressFX and other AMD tech run better on their cards since they're open source and nVidia can hack up their drivers to really accelerate those technologies. AMD doesn't lock out nVidia cards from running their tech like nVidia does with Hairworks and others.
TressFX source was not available until version 3 came out. And it was released only after nvidia released some gameworks libraries (including hairworks source code) on github.
If you would remember, nvidia had a lot of issues optimizing for tressfx in tomb raider and it took about a month to be stable, because AMD's paths for tressfx were written specifically for AMD and could not be easily adjusted to DX paths. AMD taunted nvidia about it, even though they kept using "open source" next to tressfx, even though they did not provide the source.
Once nvidia did optimize to make tressfx run without using the source code, they taunted AMD back whenever AMD complain about not having gameworks source code to optimize their drivers.