Featured Articles

Nvidia Shield 2 shows up in AnTuTu

Nvidia Shield 2 shows up in AnTuTu

Nvidia’s original Shield console launched last summer to mixed reviews. It went on sale in the US and so far Nvidia…

More...
AMD CSO John Byrne talks ARM

AMD CSO John Byrne talks ARM

We had a chance to talk about AMD’s upcoming products with John Byrne, Chief Sales Officer, AMD. We covered a number…

More...
AMD Chief Sales Officer thinks GPU leadership is critical

AMD Chief Sales Officer thinks GPU leadership is critical

We had a chance to talk to John Byrne who spent the last two years as Senior Vice President and Chief…

More...
OpenPlus One $299 5.5-inch Full HD phone

OpenPlus One $299 5.5-inch Full HD phone

OnePlus is one of the few small companies that might disrupt the Android phone market, dominated by giant outfits like Samsung.…

More...
KFA2 GTX 780 Ti Hall Of Fame reviewed

KFA2 GTX 780 Ti Hall Of Fame reviewed

KFA2 gained a lot of overclocking experience with the GTX 780 Hall of Fame (HOF), which we had a chance to…

More...
Frontpage Slideshow | Copyright © 2006-2010 orks, a business unit of Nuevvo Webware Ltd.
Tuesday, 18 February 2014 11:51

Mantle is disruptive technology

Written by Nick Farrell



Oxide Games gets all excited

Oxide Games' Dan Baker is getting all excited about Mantle in the upcoming game Star Swarm. He told Maximum PC that Mantle isn't just an low-level API that's close to the metal. But when compared to DirectX, Mantle is lower in the overall software stack.

Baker said that Mantle still abstracts the details of the shader cores themselves, so that it is not clear if it is running on a vector machine or a scalar machine. However, what isn't abstracted is the basic way a GPU operates, he said. The GPU is another processor, just like any other, that reads and writes memory. One thing that has happened is that GPUs are now general in terms of functionality. They can read memory anywhere. They can write memory anywhere."

Mantle puts the responsibility onto the developer. Some feel that is too much, but this really is not any different from managing multiple CPUs on a system, which Oxide have gotten good at. Oxide does not program multiple CPUs with an API, it just does it itself. Mantle gives us a similar capability for the GPU, he said. When asked about the performance in Star Swarm, Baker indicated that the performance will depend on how exploitative you are, and the specifics of the engine. In the case of Star Swarm, the team was limited in what they could do by driver overhead problems. There have been decisions made where the team traded GPU performance for CPU.

Baker said that the Direct3D performance for the game absolutely outstanding. We have spent a huge amount of time optimising around D3D, and are biased in D3D's favor. “Mantle, on the other hand, we've spent far less time with and currently have only pretty basic optimizations. But Mantle is such an elegant API that it still dwarfs our D3D performance," Baker said.

blog comments powered by Disqus

To be able to post comments please log-in with Disqus

 

Facebook activity

Latest Commented Articles

Recent Comments