http://neogaf.com/forum/showthread.php?t=686393What is mantle and why is it so cool? Serious question.
What is mantle and why is it so cool? Serious question.
It gets way more power out of videocards than Direct X or OpenGL.What is mantle and why is it so cool? Serious question.
Makes DirectX look like InDirectX by comparison.What is mantle and why is it so cool? Serious question.
Having it as opengl extension would be much better. It's got more chance of surviving that way.
Yeah. This is kind of my problem with the whole thing.
I'm sure we will get token comments of support from a lot of people and a few big games like BF4 that AMD has helped develop will even support it but I have a hard time seeing it become widely adopted.
I don't think this will happen any time soon.http://i.imgur.com/zDhx43s.jpg
So .. What Nvidia will do about this Mantle api ? i doubt that they will accept this api that performs better with AMD graphic cards
Having it as opengl extension would be much better. It's got more chance of surviving that way.
Yeah. This is kind of my problem with the whole thing.
Again...this is NOT a good thing.
Do you really want devs like obsidian and Kerberos using MANTLE (and I'm not sure why OpenGL is considered better..on benchmarks, DirectX generally beats OpenGL
see http://www.g-truc.net/post-0547.html
and this is a guy who pushes OpenGL pretty hard AND as he mentions, this was a test where the testing method (unigine) was OpenGL to begin with....
That sure as hell doesn't look like DrectX is a poor API. (at least compared to OpenGL).)
Unless everyone starts using the big licensed engines Cryengine, Frostbite Idtech, I am absolutely terrified about this future given the average programmer/developer.
Only triple AAA games are going to be able to work with Mantle (even DICE admits that Mantle isn't for everyone and shouldn't be used...that's the whole reason why it links so smoothly with DirectX
One thing in Mantle's favour is that it is NOT Glide. AMD has explicitly said a game coded only for DirectX will work as normal with an AMD directx supproted card and the reverse is also true...
Now..how they accomplished that is WAY, WAY above my understanding...
Just wanted to say that Glide was an amazing thing for my 12yr old ass w/ shitty integrated graphics that didn't understand anything about video cards and just wanted to play Unreal Tournament. it was literally the only way I could run the game and I loved it-Smells like 2013's version of Glide. That was a bad time. Let's not go back.
Again...this is NOT a good thing.
Do you really want devs like obsidian and Kerberos using MANTLE (and I'm not sure why OpenGL is considered better..on benchmarks, DirectX generally beats OpenGL
see http://www.g-truc.net/post-0547.html
and this is a guy who pushes OpenGL pretty hard AND as he mentions, this was a test where the testing method (unigine) was OpenGL to begin with....
That sure as hell doesn't look like DrectX is a poor API. (at least compared to OpenGL).)
Unless everyone starts using the big licensed engines Cryengine, Frostbite Idtech, I am absolutely terrified about this future given the average programmer/developer.
Only triple AAA games are going to be able to work with Mantle (even DICE admits that Mantle isn't for everyone and shouldn't be used...that's the whole reason why it links so smoothly with DirectX
One thing in Mantle's favour is that it is NOT Glide. AMD has explicitly said a game coded only for DirectX will work as normal with an AMD directx supproted card and the reverse is also true...
Now..how they accomplished that is WAY, WAY above my understanding...
Doesn't being an OpenGL extension be a little counter productive? Mantle is used to bypass the thickness of OpenGL/DX, how are you suggesting to work as an extension?
Sure you could have calls that interact with the underlying metal more directly through an extension (and there are extensions that do just that) but you'd have to rely on the standard OpenGL way of doing things. I don't think it would be possible to achieve what they claim Mantle can achieve (9x the draw calls for example) without using a lot of extensions to redefine the standard OpenGL calls... and then you get to the point of why doing so instead of defining something completely apart?
And I disagree. The adoption of an open, more efficient cross platform solution is better than what we have right now. .
Except that OpenGL is NOT BETTER.
It loses to DirectX since DirectX9 came out when matched head to head. The documentation and support for OpenGL is also way more haphazard than DirectX.
The biggest and ONLY reason openGL is used is because it's open source.
Open Source does not automatically mean "BETTER" than proprietary.
Except that OpenGL is NOT BETTER.
It loses to DirectX since DirectX9 came out when matched head to head. The documentation and support for OpenGL is also way more haphazard than DirectX.
The biggest and ONLY reason openGL is used is because it's open source.
Open Source does not automatically mean "BETTER" than proprietary.
Except that OpenGL is NOT BETTER.
It loses to DirectX since DirectX9 came out when matched head to head. The documentation and support for OpenGL is also way more haphazard than DirectX.
The biggest and ONLY reason openGL is used is because it's open source.
Open Source does not automatically mean "BETTER" than proprietary.
That's a common misconception.The biggest and ONLY reason openGL is used is because it's open source.
Open Source does not automatically mean "BETTER" than proprietary.
http://www.opengl.org/wiki/FAQ#Is_OpenGL_Open_Source.3FIs OpenGL Open Source?
No, OpenGL doesn't have any source code. GL is a specification which can be found on this website. It describes the interface the programmer uses and expected behavior. OpenGL is an open specification. Anyone can download the spec for free. This is as opposed to ISO standards and specifications, which cost money to access.
There is an implementation of GL that is Open Source and it is called Mesa3D It announces itself as implementing OpenGL 3.0 and GLSL 1.30.
Mantle is interesting, but there are huge red flags:
-Interoperability is one of PC's great strengths. Don't just throw it away.
-Do we actually have any benchmarks on Mantle? I know we have the claims about Frostbite 3.
-Smells like 2013's version of Glide. That was a bad time. Let's not go back.
OpenGL is the standard API for professional applications. Professionals value stability and precision over raw performance. Therefore, the drivers are optimized to deliver just that, not for high performance gaming. Nobody in his right mind would use D3D to drive something like Solidworks or Nuke.Except that OpenGL is NOT BETTER.
It loses to DirectX since DirectX9 came out when matched head to head. The documentation and support for OpenGL is also way more haphazard than DirectX.
The biggest and ONLY reason openGL is used is because it's open source.
Open Source does not automatically mean "BETTER" than proprietary.
It's not free. The price is paid by developers who must write, test and maintain additional code paths. Though, they have to support a few paths already anyway.I don't know why people are worried by mantle. It provides better performance, and shakes things up and encourages nvidia and MS to respond. You'd honestly prefer things were just left how they were? You spooge over a new GPU offering 20-25% more performance costing hundreds of dollars, yet you turn your nose up at someone giving you that for free (hypothetically)
Well, that's until it becomes a standard in itself.If an api is completely apart from the standards such as opengl, not as many games will adopt it.
That's a poor argument. Having utilized OpenGL and DirectX for a long time I can see how a new standard can be beneficial. Of course it would come with its own set of drawbacks but mantaining an API for so long what it usually does is add a lot of problems in its own. If you add that the underlying architecture has changed a lot from when those APIs were defined (and yes, I know that they have been updated but their workings are more or less the same) it can be a slow layer compared to what could be done today having the current architectures as a base.Also I highly doubt mantle will be bringing improvement to every opengl calls. It will most likely perform a lot better for a subset of tasks. So if it's implemented as an extension, it'd be easier for coders to maintain different path for different systems that support mantle and those that don't. If both AMD and Nvidia decided to go for their own api's, none of those two will last very long.
Besides, opengl is already a mess with extensions anyways. No reason to hold back now right?
That is exactly what AMD is trumpeting, porting over from consoles would be easier, cheaper.I'm just hoping the API is cheap and simple to support, because it's definitely not going to replace other APIs any time soon.
I see only two options for the green team: Implement its own low-level api or drop prices drastically.