Rivroner escribió:Pues la diferencia es de más del 30%, que no es moco de pavo vamos, ojalá fuera así en todos los juegos y con cualquier gráfica sea de AMD o no.
El Dx12 se supone que se aprovechará de esto también ¿no?
Para septiembre de este año Mantle dejara su estado beta y se publicara la version final Mantle 1.0, con la publicacion tambien del kit de desarrollo para que otros fabricantes de GPUs puedan incorporar Mantle a sus controladores
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josemurcia escribió:Mantle huele a que Microsoft ha pagado un pastizal para que no salga adelante y se incorpore en DX12.
Parece que nadie puede parar este monopolio de Windows dentro de la industria. La última esperanza será OpenGL Next con el apoyo incondicional de Valve.
paconan escribió:Rivroner escribió:Pues la diferencia es de más del 30%, que no es moco de pavo vamos, ojalá fuera así en todos los juegos y con cualquier gráfica sea de AMD o no.
El Dx12 se supone que se aprovechará de esto también ¿no?
por supuesto que si
la gracia es que sin mantle la 290x tira como gtx 970 ajjajajaja
dx12 promete lo mismo, aúnque no se yo si llegará a conseguir un aumento de rendimiento así, pues el mantle está pensado para las GCN y el dx 12 sería "más universal dentro del mundo windows"
cbd escribió:..
Parece que hay muchisima diferencia entre DX11 y DX12 o mantle, no puede ser que de 8 FPS pase a 45 ¿No?
rhallock, blog AMD escribió:On APIs and the future of Mantle
AMD_Mantle_Logo.pngAMD's Mantle Graphics API has gathered incredible momentum in its first year, gaining support from five advanced game engines and 10 premium applications.
Mantle has also revolutionized the industry's thinking on low-overhead/high-throughput graphics APIs as solutions that do not compromise developer productivity. Compelling content was delivered on Mantle in historically quick time, paving the way for various graphics standards bodies to move forward with conviction on their own similar API standards and specifications.
We are proud of these accomplishments, and we have been inspired by everything we have learned along the way. We also haven’t forgotten the promise we made: openness.
AMD is a company that fundamentally believes in technologies unfettered by restrictive contracts, licensing fees, vendor lock-ins or other arbitrary hurdles to solving the big challenges in graphics and computing. Mantle was destined to follow suit, and it does so today as we proudly announce that the 450-page programming guide and API reference for Mantle will be available this month (March, 2015) at www.amd.com/mantle.
This documentation will provide developers with a detailed look at the capabilities we’ve implemented and the design decisions we made, and we hope it will stimulate more discussion that leads to even better graphics API standards in the months and years ahead.
Proud moments also call for reflection, and today we are especially thoughtful about Mantle’s future. In the approaching era of DirectX® 12 and the Next-Generation OpenGL Initiative, AMD is helping to develop two incredibly powerful APIs that leverage many capabilities of the award-winning Graphics Core Next (GCN) Architecture.
AMD’s game development partners have similarly started to shift their focus, so it follows that 2015 will be a transitional year for Mantle. Our loyal customers are naturally curious about what this transition might entail, and we wanted to share some thoughts with you on where we will be taking Mantle next:
AMD will continue to support our trusted partners that have committed to Mantle in future projects, like Battlefield™ Hardline, with all the resources at our disposal.
Mantle’s definition of “open” must widen. It already has, in fact. This vital effort has replaced our intention to release a public Mantle SDK, and you will learn the facts on Thursday, March 5 at GDC 2015.
Mantle must take on new capabilities and evolve beyond mastery of the draw call. It will continue to serve AMD as a graphics innovation platform available to select partners with custom needs.
The Mantle SDK also remains available to partners who register in this co-development and evaluation program. However, if you are a developer interested in Mantle "1.0" functionality, we suggest that you focus your attention on DirectX® 12 or GLnext.
As an API born to tackle the big challenges in graphics, much of this evolution is already well under way. We invite you to join AMD this week at Game Developer Conference 2015 to see not just the future of Mantle, but the future of PC graphics itself.
Raja Koduri is Vice President of Visual and Perceptual Computing at AMD. His postings are his own opinions and may not represent AMD’s positions, strategies or opinions. Links to third party sites are provided for convenience and unless explicitly stated, AMD is not responsible for the contents of such linked sites and no endorsement is implied.
josemurcia escribió:Ya se da a Mantle por muerta, hay que agradecerle a AMD su aportación a Vulkan(lo poco que se ha visto de Vulkan es Mantle puro y duro) pero así es como tendrían que haber sido las cosas desde un principio.
josemurcia escribió:Paso de leerme tu tocho
The actual Vulkan API itself has yet to be finalized, however at this point in time Khronos expects it to behave very similar to Mantle and DX12, so developers capable of working on the others shouldn’t have much trouble with Vulkan. In fact Khronos has confirmed that AMD has contributed Mantle towards the development of Vulkan, and though we need to be clear that Vulkan is not Mantle, Mantle was used to bootstrap the process and speed its development, making Vulkan a derivation of sorts of Mantle (think Unix family tree). What has changed from Mantle is that Khronos has gone through a period of refinement, keeping what worked in Vulkan and throwing out portions of Mantle that didn’t work well – particularly HLSL and anything that would prevent the API from being cross-vendor – replacing it with the other necessary/better functionality.
josemurcia escribió:Paso de leerme tu tocho, gente que conoce Mantle ya ha comentado en GAF que las llamadas que se han visto en una captura de una de las diapositivas de Vulkan son exactamente las mismas que las de Mantle solo que comenzando por vk en lugar de por gr.
TRASTARO escribió:AMD ya habia hablado de esta sesion de codigo para OpenGL, que en ese momento el nombre tentativo era OpenGL-NEXT. Y es cierto, son muchos los que dicen de esto de que son las mismas instrucciones Mantle|Vulkan[GLNext/OpenGLNext]
josemurcia escribió:Claro, porque todos sabemos que OpenGL permite administrar manualmente los búfers de comandos como se ve ahí.
Por favor, si no tienes ni idea de lo que estás hablando déjalo estar, porque el ridículo cada vez es más grande.
Ahora va a resultar que Vulkan se parece mucho a OpenGL. Y por eso es un estándar nuevo que rompe con el anterior y no una nueva versión del mismo.
KailKatarn escribió:josemurcia escribió:Claro, porque todos sabemos que OpenGL permite administrar manualmente los búfers de comandos como se ve ahí.
Por favor, si no tienes ni idea de lo que estás hablando déjalo estar, porque el ridículo cada vez es más grande.
Ahora va a resultar que Vulkan se parece mucho a OpenGL. Y por eso es un estándar nuevo que rompe con el anterior y no una nueva versión del mismo.
Prepárate porque si ya te ha soltado 2 tochos infumables, el que viene ahora ... va a competir contra la biblia en longitud.
Seabolt escribió:What are your opinions on DX12/Vulkan/Mantle?
Posted 06 March 2015
I'm pretty torn on what to think about it. On one hand being able to write the implementations for a lot of the resource management and command processing allows for a lot of gains, and for a much better management of the rendering across a lot of hardware. Also all the threading support is going to be fantastic.
But on the other hand, accepting that burden will vastly increase the cost to maintain a platform and the amount of time to fully port. I understand that a lot of it can be ported piece by piece, but it seems like the amount of time necessary to even meet the performance of, say, dx12 is on the order of man weeks.
I feel like to fully support these APIs I need to almost abandon the previous APIs support in my engine since the veil is so much thinner, otherwise I'll just end up adding the same amount of abstraction that DX11 does already, kind of defeating the point.
What are your opinions?
phantom escribió:
Depending on how you have designed things the time to port should be pretty low and, importantly, the per-API level of code for the new Vulkan and DX12 paths will be very thin as they look very much the same in terms of API space and functionality.
Older APIs might be a problem, however again this depends on your abstraction levels; if you have coupled to D3D11 or OpenGL's style of doing things too closely at the front end then yes, it'll cause you pain - if your abstraction was light enough then you could possibly treat D3D11 and OpenGL as if they are D3D12 and Vulkan from the outside and do the fiddling internally.
.. new APIs look much cleaner and much simpler to learn - a few tricky concepts are wrapped in them but they aren't that hard to deal with and, with Vulkan at least, it looks like you'll have solid debugging tools and layers built in to help.
..
silfredo escribió:Por cierto, una mala noticia hoy, AMD estaria en el punto de mira de un comprador y es Samsumg
darkpolo5 escribió:silfredo escribió:Por cierto, una mala noticia hoy, AMD estaria en el punto de mira de un comprador y es Samsumg
de ser asi eso es una muy buena noticia, es mucho dinero lo que puede entrar ahi