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AMD MANTLE

Da nije i u praksi ne bi ovi ni mrdnuli guzice...
Sve u svemu svaka čast i hvala još jednom AMD-u.
 
A možda mantle bude ubačen i u DX i OGL?
 
We’ve spoken to several sources with additional information on the topic who have told us that Microsoft’s interest in developing a new API is a recent phenomenon, and that the new DirectX (likely DirectX 12) will substantially duplicate the capabilities of AMD’s Mantle. The two APIs won’t be identical — Microsoft is doing its own implementation — but the end result, for consumers, should be the same: lower CPU overhead and better scaling in modern titles.

This has already been read in several circles as to be the death knell for AMD’s custom API, but such claims are short-sighted, for multiple reasons.
First, there’s the fact that DirectX 12 is almost certainly 12-18 months away. Second — and equally important — there’s the fact that Microsoft has been locking DirectX releases to Windows versions. DirectX 11.1 is only available on Windows 8; DirectX 11.2 is only available on Windows 8.1. Microsoft has every reason to synchronize the launch of DX12 with its next version of Windows — and if it follows its typical MO, that means DirectX 12 will be most likely be a Windows 9 exclusive.

Microsoft, of course, doesn’t have to play its cards that way, but if it does, Mantle may remain relevant as a cross-platform alternative for extending close-to-metal benefits across the gaming stack. Of course, OpenGL may or may not be capable of performing the same tasks in the same time frame — but less is known on that front. Hardware support could also complicate matters — if DirectX 12 closely maps to Mantle, it’s possible that today’s GCN GPUs will still support it. Alternately, if it doesn’t, then Mantle may become the preferred option for ensuring broad backwards compatibility.

And if Mantle is ultimately subsumed by DirectX — so what? When I first talked to AMD about the next-generation API at APU13, the developers candidly told me that the long-term goal was to get Microsoft and the Khronos Group in charge of OpenGL to adopt a Mantle-like architecture. The entire point of Mantle was to spur game development and drive the adoption of a better standard.

http://www.extremetech.com/gaming/1...rectx-12-will-imitate-and-destroy-amds-mantle
 
nema nista ni od mantle ni od Direct3d, prezivece samo OpenGL, kao sto je ranije trebalo biti. Razloga za to ima vise, najjaci razlog za jeste cinjenica da je OGL main API na najpopularnijim mobilnim platformama. Plus je open sto je danas imperativ.
 
I onda ne čude glasine da će AMD prekinuti FX seriju procesora. Ako se smanji CPU overhead, APU će završavati sav potreban posao za 150$ :D
 
i sada takvi procesori zavrsavaju posao ... i5 sendi ivy fx-8 fx-6 ne treba ti za igranje i7 :)
 
nema nista ni od mantle ni od Direct3d, prezivece samo OpenGL, kao sto je ranije trebalo biti. Razloga za to ima vise, najjaci razlog za jeste cinjenica da je OGL main API na najpopularnijim mobilnim platformama. Plus je open sto je danas imperativ.

Jos samo kada bi Direct3D prestao da ima ubedljivo najvecu i najbolju dokumentaciju, alate i kada bi svi developeri koji su decenijama radili iskljucivo sa D3D-om odjednom resili da predju na novi API. I Mantle, i low-overhead DX12 i streamlined OpenGL ce biti tu samo za developere koji oce da se cimaju sa tim API-jima, koji zele da u sam engine ubace svu kontrolu koju je nekad GPU driver imao. To je nesto sto vecina developera nece hteti da se cima, pogotovo ako im igre u startu nisu CPU heavy.

Pricas bajke. Jeste OpenGL "najveci", ali nije nimalo bitan za high-end gaming na PC-ovima i konzolama. Valve lacks teh balls da ista sami izforsiraju forsiraju oko steamboxova, samo prave softversku podrsku i ne zele da rizikuju sa svojim parama. Daju drugima da prave hardver, daju drugima da se cimaju oko OpenGL-a. Takav prostup nece doneti brzu adopciju OpenGL-a.
 
Poslednja izmena:
To za nedostatak sredjene dokumentacije stoji ali pored stackoverflow i gomile drugih zajednica na internetu svaki problem se brzo resi. Takodje, na vecini univerziteta na kojima se izucava computer science i kompjuterska grafika kao oblast CS, OpenGL je mnogo zastupljeniji u nastavi.
 
Danas je bar 10x vise uredjaja koji vrte OpenGL ili neki subset istog nego D3D. Microsoft je najzad na svojoj kozi osetio cari zatvorenog standarda... ali to nije tema.
 
battlefield_4_second_asao5.png


http://www.pcgameshardware.de/Battl...tlefield-4-Second-Assault-Benchmarks-1109970/
Kakva sahrana DX11 API-a :D

Pri tome ovo je samo početak - drugi beta drajver i drugi patch (DLC) za prvu implementaciju Mantle-a! ;) A povrh svega ovo su dobici na jakom 8-threaded procesoru!
 

da ovo je prakticno moj post, nesto izmenise na sajtu par sati nakon mog posta..:whip:

Mantle performanse su jako dobre, nista slicno 3dfx Glide-u po glatkoci izvodjenja, daleko od toga, ali u odnosu na Dx
definitivno pomak na vidiku. Star Swarm Stress Test ko je video zna o cemu rec! :D

Za one koje interesuje optimizacija za HD7000 dolazi uskoro..:wave:
 
Poslednja izmena:
The issues we were finding are that the 270X and the 260X were performing significantly worse under Mantle at settings that averaged 60FPS on the DirectX 11 API (1920x1080 at Ultra quality and Low AA Post for the 270X). Specifically, after a couple minutes of game play at the expected level of performance in Mantle, the bottom would fall out and it would become an unplayable lagfest.

Istina
 
Poslednja izmena:
The more interesting thing to note is that the DirectX 11 performance of the Catalyst 14.1 and 14.2 Beta drivers appears to be lower than the performance offered by the game's launch drivers from last year. When we look at today's Mantle performance in comparison to our launch day performance, there is little to no benefit from a gameplay experience perspective to enable Mantle at this time.

Dobar pocetak zaista...
 
i tako... 50% review-a je plaćeno od nvidie i ms-a, 50% od amd-a... istina je negde između- tj. istina je: probaš, vidiš i uveriš se. ili se razuveriš. treće nema.
 
ja pustio onako brzinski dx11 vs mantle i nisam primetio neku razliku.
 
Razlike naravno da ima i to je bas poveca, bukvalno nesto sto sa dx i bilo kakvom optimizacijom drajvera nikada u zivotu nisam video. Jedinu zamerku koju trenutno imam na Mantle je to sto triple buffering jos nije podrzan i jedini workaround u BF4 je da se koristi borderless mod sa vsync-om setovanim na off.

Naravno, ovo je jos sve mlado i novo, tako da ne vidim razlog da mu se ostro sudi i proziva, kada je jos u ovim inicijalnim verzijama obrisalo patos sa dx-om i njegovim performansama na modernim multicore masinama.
 
a ja mislio da moze :D

r9 290x CF feat FX8250 na 4500mhz....mantle on vs dx isti fps

14.2 beta poslednji drajveri, bf4 petchovan naravno...
 
Poslednja izmena:
a ja mislio da moze :D

r9 290x CF feat FX8250 na 4500mhz....mantle on vs dx isti fps

14.2 beta poslednji drajveri, bf4 petchovan naravno...

Probaj da prebrises iz C:\Users\čika\Documents\Battlefield 4\cache MantlePipelineCache.db i MantlePipelineCache2.db,
pa ponovo pokreni igru.
 
Vrh Dno