Hermits, did you guys know this all along? (Nvidia J'accuse!)

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Whistle_Blower

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Poll Hermits, did you guys know this all along? (Nvidia J'accuse!) (78 votes)

AMD 63%
NVIDIA 37%

POLL QUESTION: WHO IS MORE CUSTOMER FRIENDLY/ORIENTED?

At what point does it go from "It's just business" to, "Ok, enough is enough".

I'm going to wait for Pascal but I think my next rig will be with AMD. I don't support assholes,

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waahahah

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#151 waahahah
Member since 2014 • 2462 Posts

@ronvalencia said:
@waahahah said:
@ronvalencia said:
@waahahah said:
@ronvalencia said:

From https://community.amd.com/community/gaming/blog/2015/05/12/on-apis-and-the-future-of-mantle

MARCH 04, 2015: Did you know that the Khronos Group has selected Mantle to serve as the foundation for Vulkan, a low-overhead PC graphics API that works on multiple OSes and hardware vendors

Your link doesn't support your "AMD discontinuing prior to their announcement of transferring it to Khronos" argument.

ROFL, That's not the article, it's an update for the article post vulkan announcement, march 3... and 2 days after the article... march 2. I feel like i won the internet today <3

And like I keep saying, it doesn't matter. I thought you'd get that with me iterating it over multiple times, Obviously AMD new mantle wasn't going anywhere fast. They negotiated with Khronos long before any announcements were made. Any of AMD's partners using the technology would have probably known before hand too, since there were likely getting resources to transfer to vulkan.

Where's your link?

From https://en.wikipedia.org/wiki/Vulkan_(API)

The Khronos Group began a project to create a next generation graphics API in July 2014 with a kickoff meeting at Valve Corporation.[18] At SIGGRAPH 2014 the project was publicly announced with a call for participants.[7]

According to the US Patent and Trademark Office, the trademark for Vulkan was filed on February 19, 2015

SIGGRAPH 2014 was held on December 3-to-6, 2014

Since Vulkan is part of AMD's Volcano/Earth themed codename and marketing.

NVIDIA uses a different codename marketing e.g. they are based on inventor's names e.g. Kelper, Maxwell, Pascal and 'etc'.

Khronos Group's selection for Mantle have occurred around February 19, 2015.

Timeline Summary

July 2014: Khronos Group began a project to create a next generation graphics API at Valve.

December 3, 2014: At SIGGRAPH 2014 the project was publicly announced with a call for participants.

February 19, 2015: The trademark for Vulkan.

March 4, 2015, AMD's official announcement that Mantle was selected to replace OpenGL.

Between July 2014 to before February 19, 2015, AMD transferred Mantle API spec to Khronos Group.

You lost.

No I didn't, again, timeline doesn't matter. They didn't start transfering it until the nearing the first release. They're partners for the technology never expanded beyond EA, and RSI... they at least got 2 developers on board though!

12 games.

No wide spread support.

Mantle was dead before it was released.

No Intel/NVidia support as AMD proprietary "public" api.

http://techreport.com/news/25651/mantle-to-power-15-frostbite-games-dice-calls-for-multi-vendor-support

Didn't even make it to 15...

No, timeline does matter. Again, February 19, 2015: The trademark for Vulkan.

.

It failed hard before February 19th 2015, it failed before before July 2014 when Khronos started their project for a next gen API.

http://www.fool.com/investing/general/2014/03/25/its-official-amds-mantle-is-doomed.aspx

http://www.dsogaming.com/news/nvidia-finally-officially-speaks-about-amds-mantle-will-not-support-it-no-real-benefit-using-it/

A year before Vulcan announcment, AMD struggling to get developer support, DX12 announcement, OpenGL getting similar improvements. It may not have been "dead" a year before the announcement, but it was definitely circling the drain.

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Ten_Pints

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#152  Edited By Ten_Pints
Member since 2014 • 4072 Posts

One reason I have never bought Nvidia hardware for PC, they have always been a bunch of dicks just like Intel.

Anti consumer tactics don't work on me.

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ronvalencia

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#153  Edited By ronvalencia
Member since 2008 • 29612 Posts

@waahahah said:

It failed hard before February 19th 2015, it failed before before July 2014 when Khronos started their project for a next gen API.

http://www.fool.com/investing/general/2014/03/25/its-official-amds-mantle-is-doomed.aspx

http://www.dsogaming.com/news/nvidia-finally-officially-speaks-about-amds-mantle-will-not-support-it-no-real-benefit-using-it/

A year before Vulcan announcment, AMD struggling to get developer support, DX12 announcement, OpenGL getting similar improvements. It may not have been "dead" a year before the announcement, but it was definitely circling the drain.

LOL, Guess who has the most mature DirectX12 driver? It's not NVIDIA.

The link http://www.fool.com/investing/general/2014/03/25/its-official-amds-mantle-is-doomed.aspx refers to DirectX12. it's programming model similar to Mantle LOL.

www.fool.com's OpenGL remark was referring to NVIDIA's vendor specific OpenGL kit-bash which has been thrown out.

Mantle has serves it's purpose to change the industry towards AMD's programming model which is mostly for AMD's CPU interest.

Btw, NVIDIA's vendor specific OpenGL kit-bash deals with draw calls overheads.

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waahahah

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#154  Edited By waahahah
Member since 2014 • 2462 Posts

@ronvalencia said:

LOL, Guess who has the most mature DirectX12 driver? It's not NVIDIA.

The link http://www.fool.com/investing/general/2014/03/25/its-official-amds-mantle-is-doomed.aspx Refers to DirectX12. it's programming model similar to Mantle LOL.

www.fool.com's OpenGL remark was referring to NVIDIA's OpenGL kit-bash which has been thrown out.

Ok. Do you remember what this argument is about? Clearly you do not

@04dcarraher: lol making excuses..... AMD's Mantle was proprietary.... Them using Mantle as a base for Vulkan has no bearing on what AMD did before

AMD had a proprietary API they planned make public. It was not open, it was theirs. They were going to freely allow people to use the technology like their other technologies but but at the end of the day, Intel/NVidia have absolutely no say in the matter. It failed miserably. Then they transferred it to Khronos as a new API for OpenGL.

You are really bad at arguing, you very rarely keep things in the context of the argument, and more so than not you just post a blurb of facts that without putting them into context. The fact is 04dcarraher is correct. Your not even refuting the point any more. Do you even understand why DX12 is important here? It's announcement lost AMD some leverage with it's technology gaining traction. Do even understand why only 12 games matter.. it shows support for the technology. It wasn't much. But you point out I made an error with the companies involved EA, RSI, then I missed Square and who ever made sniper elite. The point is actually worse now because out of the publishes that picked up the technology, they really didn't take the tech very far if at all. The two I missed essentially dropped support for it immediately. NVIDIA's OpenGL kit-bash was important because it showed a possible alternative with similar results. Again losing some of mantle's value for developer adoption. Do you understand why it had to go to Khronos, because no one was going to support it. Months before Khronos announced it's plans for a new API, mantle was struggling to gain support, AMD's plan for a public API (which wasn't public as of yet) was looking worse with more appropriate technologies that were more impartial to hardware vendors.

If you go back far enough in this thread, You'll see I actually argued against 04dcarraher originally. I thought it was an open api well before any dates involving the khronos group. It was not. AMD clearly stated open when it was a proprietary API they owned but were going to allow people to use freely without restriction at some point. Is that a nice thing for them to do. Yes. But is it also misleading when they call it open? Yes, they owned it, they had the final say in how it developed, ad the openness is completely subject to change in later iterations if they want.

I understand your arguments, the technoligy basically still exists, DX12 is similar, vulkan is a continuation of mantle. Ok. That does not refute or prove the core issue we have been discussing. Very little of what you said actually does. DX12 and Vulkan are still, not mantle, mantle ended at 1.0. They may be similar or share a lot in common with. But mantle is dead.

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ronvalencia

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#155  Edited By ronvalencia
Member since 2008 • 29612 Posts

@waahahah:

@waahahah said:
@ronvalencia said:

LOL, Guess who has the most mature DirectX12 driver? It's not NVIDIA.

The link http://www.fool.com/investing/general/2014/03/25/its-official-amds-mantle-is-doomed.aspx Refers to DirectX12. it's programming model similar to Mantle LOL.

www.fool.com's OpenGL remark was referring to NVIDIA's OpenGL kit-bash which has been thrown out.

Ok. Do you remember what this argument is about? Clearly you do not

@04dcarraher: lol making excuses..... AMD's Mantle was proprietary.... Them using Mantle as a base for Vulkan has no bearing on what AMD did before

AMD had a proprietary API they planned make public. It was not open, it was theirs. They were going to freely allow people to use the technology like their other technologies but but at the end of the day, Intel/NVidia have absolutely no say in the matter. It failed miserably. Then they transferred it to Khronos as a new API for OpenGL.

You are really bad at arguing, you very rarely keep things in the context of the argument, and more so than not you just post a blurb of facts that without putting them into context. The fact is 04dcarraher is correct. Your not even refuting the point any more. Do you even understand why DX12 is important here? It's announcement lost AMD some leverage with it's technology gaining traction. Do even understand why only 12 games matter.. it shows support for the technology. It wasn't much. But you point out I made an error with the companies involved EA, RSI, then I missed Square and who ever made sniper elite. The point is actually worse now because out of the publishes that picked up the technology, they really didn't take the tech very far if at all. The two I missed essentially dropped support for it immediately. NVIDIA's OpenGL kit-bash was important because it showed a possible alternative with similar results. Again losing some of mantle's value for developer adoption. Do you understand why it had to go to Khronos, because no one was going to support it. Months before Khronos announced it's plans for a new API, mantle was struggling to gain support, AMD's plan for a public API (which wasn't public as of yet) was looking worse with more appropriate technologies that were more impartial to hardware vendors.

If you go back far enough in this thread, You'll see I actually argued against 04dcarraher originally. I thought it was an open api well before any dates involving the khronos group. It was not. AMD clearly stated open when it was a proprietary API they owned but were going to allow people to use freely without restriction at some point. Is that a nice thing for them to do. Yes. But is it also misleading when they call it open? Yes, they owned it, they had the final say in how it developed, ad the openness is completely subject to change in later iterations if they want.

I understand your arguments, the technoligy basically still exists, DX12 is similar, vulkan is a continuation of mantle. Ok. That does not refute or prove the core issue we have been discussing. Very little of what you said actually does. DX12 and Vulkan are still, not mantle, mantle ended at 1.0. They may be similar or share a lot in common with. But mantle is dead.

Again,

@04dcarraher: lol making excuses..... AMD's Mantle was proprietary.... Them using Mantle as a base for Vulkan has no bearing on what AMD did before

Wrong. A view from Unity3D's Aras Pranckevičius http://aras-p.info/blog/2015/03/13/thoughts-on-explicit-graphics-apis/

Khronos Vulkan was announced (which is very much AMD Mantle, improved to make it cross-vendor).

From Unity's programmers POV, "Vulkan has no bearing on what AMD did before" assertion is false.

What ever knowledge learnt from Mantle, they are being transferred to Vulkan.

@waahahah:

AMD had a proprietary API they planned make public. It was not open, it was theirs. They were going to freely allow people to use the technology like their other technologies but but at the end of the day, Intel/NVidia have absolutely no say in the matter. It failed miserably. Then they transferred it to Khronos as a new API for OpenGL.

The problem, AMD's other technologies was given to open standards bodies e.g. HBM (JEDEC), GDDRx (JEDEC), FreeSync (VESA), HSA.

Against NVIDIA's Gameworks, AMD's GPUOpen has open source MIT license.

"Failing miserably" has nothing to do with keeping Mantle API spec to themselves. What's important is giving the proprietary API to open standards bodies.

AMD could have elected to not give Mantle API spec to Khronos and remain with legacy OpenGL. AMD's alternative plan for legacy OpenGL was to add Mantle like extensions (October 3, 2013).http://www.dsogaming.com/news/amd-aims-to-give-opengl-a-big-boost-api-wont-be-the-bottleneck/

DirectX12 has largely fulfilled Mantle's original goals to move the industry towards AMD's interest.

@waahahah:

NVIDIA's OpenGL kit-bash was important because it showed a possible alternative with similar results. Again losing some of mantle's value for developer adoption. Do you understand why it had to go to Khronos, because no one was going to support it. Months before Khronos announced it's plans for a new API, mantle was struggling to gain support, AMD's plan for a public API (which wasn't public as of yet) was looking worse with more appropriate technologies that were more impartial to hardware vendors.

NVIDIA's OpenGL kit-bash extensions developer's support was worst than Mantle. The dominant OpenGL GPU vendors are non-NVIDIA and that's on Android OS e.g. ARM, Qualcomm and Imagination Technologies. All 3 OpenGL GPU vendors dislikes NVIDIA's attempted fragmentation in the Android OS market.

You understand NVIDIA's OpenGL kit-bash extensions wasn't enough to negate December 3, 2014's Khronos Group's publically called for participants.

The majority of Khronos Group voted to dump the legacy OpenGL and select an API that was built for modern GPUs.

Mantle's value is to move the industry towards AMD's interest which is mostly the CPU side. If AMD has powerful CPU, these API changes would not be necessary.

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jun_aka_pekto

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#156 jun_aka_pekto
Member since 2010 • 25255 Posts

Umm. Yeah. I don't care that much. If I did then I'd still be crying over 3dfx.

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04dcarraher

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#157  Edited By 04dcarraher
Member since 2004 • 23858 Posts

@ronvalencia:

why dont you stop it your wrong, fact is that Mantle wasn't used by any other gpu company, and to the fact only one architecture ie GCN was ever allowed to use it by the company that made the API....... it means that it was proprietary. the "what if intent" and later reincarnation of it means squat when the fact is that AMD's Mantle was only used by AMD products.....

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GarGx1

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#158 GarGx1
Member since 2011 • 10934 Posts

One word 'overclocking'. In my book this is where AMD falls over, more than anything else.

My 980ti has a near 25% overclock when compared to the reference card. You're not getting that kind of OC on water, let alone on air, with AMD cards

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waahahah

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#159 waahahah
Member since 2014 • 2462 Posts
@ronvalencia said:

Wrong. A view from Unity3D's Aras Pranckevičius http://aras-p.info/blog/2015/03/13/thoughts-on-explicit-graphics-apis/

Again this doesn't say anything about ownship, irrelavent.

From Unity's programmers POV, "Vulkan has no bearing on what AMD did before" assertion is false.

What ever knowledge learnt from Mantle, they are being transferred to Vulkan.

You're missing the point, of the statement in context. Of course what did did before matters, but we are strictly talking about the licensing not the technology.

The problem, AMD's other technologies was given to open standards bodies e.g. HBM (JEDEC), GDDRx (JEDEC), FreeSync (VESA), HSA.

Against NVIDIA's Gameworks, AMD's GPUOpen has open source MIT license.

Has no baring on the decisions made throughout mantle development. They explicitly stated time and time again to make it a public API. GPUOpen being MIT doesn't matter since its still trademarked through them and that license is subject to change. Which is why intel/nvidia probably won't adopt it. It's the same with any real open source project, the owner of the source code can change the licensing on future versions of the software.

"Failing miserably" has nothing to do with keeping Mantle API spec to themselves. What's important is giving the proprietary API to open standards bodies.

AMD could have elected to not give Mantle API spec to Khronos and remain with legacy OpenGL. AMD's alternative plan for legacy OpenGL was to add Mantle like extensions (October 3, 2013).http://www.dsogaming.com/news/amd-aims-to-give-opengl-a-big-boost-api-wont-be-the-bottleneck/

DirectX12 has largely fulfilled Mantle's original goals to move the industry towards AMD's interest.

You're link does not state AMD will give the API to khronos, but they will give similar extensions... do even read the things you post?

"AMD, the red team will be supporting this open API with some high performance extensions that will offer almost similar performance to AMD’s upcoming API, Mantle."

Again this is confirming AMD's plan NOT to give it away. It's not really helping your case.

NVIDIA's OpenGL kit-bash extensions developer's support was worst than Mantle. The dominant OpenGL GPU vendors are non-NVIDIA and that's on Android OS e.g. ARM, Qualcomm and Imagination Technologies. All 3 OpenGL GPU vendors dislikes NVIDIA's attempted fragmentation in the Android OS market.

You understand NVIDIA's OpenGL kit-bash extensions wasn't enough to negate December 3, 2014's Khronos Group's publically called for participants.

The majority of Khronos Group voted to dump the legacy OpenGL and select an API that was built for modern GPUs.

Mantle's value is to move the industry towards AMD's interest which is mostly the CPU side. If AMD has powerful CPU, these API changes would not be necessary.

NVidia's support for their kit bash doesn't matter. It weakened the mantle's position along side DX12 announcement.

"July 2014 to before February 19, 2015". You're timeline was not in order. Either way between December to March of 2014 AMD was struggling for support of the mantle project. Their involvement happened after or during those dates.

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RedentSC

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#160 RedentSC
Member since 2013 • 1243 Posts

@whistle_blower said:
@lostrib said:

yes

I'm pretty disappointed in Nvidia. I've always been weary of their prices and hourly gpu releases.

yeah agreed. the last good card they released in terms of all round performance (reliability, power to cost ratio, compatibility and general love for the product) was the 8800 back in the day. since then i have refused to go to nVidia, especially after working for apple for 10 years and knowing how shoddy their soldering is in the MBP's of days gone by (hence the shift to AMD)

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gpuguru

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#161 gpuguru
Member since 2016 • 30 Posts

I don't know why people are harping on Mantle. It's been handed over to the Khronos group to be implemented in Vulkan. I think that was a smart move by AMD. I hope to see Vulkan based games coming out in the next couple of years. Valve even talked about using Vulkan. Also, it helped push Microsoft to come up with DX 12 much faster. For anyone interested in what is going on with Vulkan here is what the Khronos group stated last month:

"Vulkan Working Group Update - December 18th 2015
We have some good news and some bad news. The year-end target release date for Vulkan will not be met. However, we are in the home stretch and the release of Vulkan 1.0 is imminent!"

When it comes to AMD there execution has been poor, especially over the last year and a half. Why it did take then till June of 2015 to release a refreshed Hawaii core with the R9 300 series? AMD should have been prepping for it to release in Fall of 2014. That's inexcusable. I could understand the Fury being released in the summer due to the nature of HBM technology that they used and how difficult it may be to get enough supplies. Hopefully that will change starting this year with Polaris and this year will mark the first year where AMD's new Radeon Technologies Group will release their first set of cards headed by a guy who is an actual engineer.

Going back to Gameworks, that's a far more legitimate argument against nVidia. Don't get me wrong, I actually like the features of Gameworks. I think over the last 10 - 12 years it's been all about the performance and not enough effects in games. What's the point of having all that power if you don't get to see actual improvements in visual the fidelity of games instead of just playing games at higher resolutions and higher frame rates. This is especially true now as games are being made for the lowest common denominator and that is the Xbox One and PS4 which is far less powerful then PC hardware that we have today. That's a far cry from 10 years ago when the Xbox 360 or PS3 was released as those GPU's were actually similar to high end GPU's from ATI and nVidia. You could actually benefit from getting a higher end GPU's as the bar was set much higher and thus if you wanted to even play games at 1600x1200 resolution you would need a descent GPU. Right now, even a four year old HD 7970 can play many new games at 1080P with high enough in game settings.

The problem with Gameworks is that AMD can't view the .DLL files that are executed to generate the special effects in those games. nVidia strictly forbids AMD to view the code so there is now way for AMD to optimize their GPU's for AMD cards. Where as with TressFX, it's exactly the opposite where nVidia can view the code to optimize their GPU's. When Tomb Raider launched with TressFX, initially it ran bad on nVidia, now. with proper optimization it's runs as well on nVidia cards. There is also cases where Gameworks features are not implemented efficiently. Take for example Call of Duty Ghosts, the hair on the dog was over tesselated then it needed to be and it was a piss poor way to implement Hairworks and it crippled performance on not only AMD's hardware but nVidia's older hardware. Compare that with TressFX, where Laura Croft's hair was done much more efficiently with it running great on both vendors hardware. So, it's clear who is championing open technology at the benefit of PC Gamers and who is not. By the way, below is an interview where AMD's Gaming Scientists talks about how Gameworks works in games and how they can't optimize AMD hardware for it:

Loading Video...

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GhoX

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#162 GhoX
Member since 2006 • 6267 Posts

AMD is more friendly, but I bought nvidia cards last lineup.

Assholes or not, I buy the superior products.

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yanni1

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#163  Edited By yanni1
Member since 2004 • 1067 Posts

@GarGx1 said:

One word 'overclocking'. In my book this is where AMD falls over, more than anything else.

My 980ti has a near 25% overclock when compared to the reference card. You're not getting that kind of OC on water, let alone on air, with AMD cards

Maxwell cards are just insane overclockers. All the 900 cards overclock really well. From my experience I've been able to get 1400-1500MHz on them easily. Hell my 980Ti gets 1380MHz @ stock with no OC...

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ronvalencia

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#164  Edited By ronvalencia
Member since 2008 • 29612 Posts

@waahahah said:

Has no baring on the decisions made throughout mantle development. They explicitly stated time and time again to make it a public API.

Which is effectively fulfilled by Vulkan which is based from Mantle with improved cross-vendor compatibility.

@waahahah said:

GPUOpen being MIT doesn't matter since its still trademarked through them and that license is subject to change. Which is why intel/nvidia probably won't adopt it. It's the same with any real open source project, the owner of the source code can change the licensing on future versions of the software.

From http://download.intel.com/support/motherboards/server/sysmgmt/sb/sms_open_source_components_301111.pdf

Intel is currently using 3rd party components with MIT licensedfor Intel provided solutions.

GPUOpen is just a bundling for existing AMD's game software library and mostly targeting game developers. Hardware vendors can optimise GPUOpen for their hardware e.g. NVIDIA already optimised TressFX for their hardware.

Games such as Ashes of Singularity has equal source code access for AMD, Intel and NVIDIA.

@waahahah said:

the owner of the source code can change the licensing on future versions of the software.

Such arguments has no influence for the currentcopies of the software with attached MIT license. I can make my own future version of the software.

Game engines such Unity make use of Mono.net which is MIT licensed.

@waahahah said:

You're link does not state AMD will give the API to khronos, but they will give similar extensions... do even read the things you post?

"AMD, the red team will be supporting this open API with some high performance extensions that will offer almost similar performance to AMD’s upcoming API, Mantle."

Hence the word "like".

I'll it state gain. AMD's alternative plan for legacy OpenGL was to add Mantle likeextension.

The only person who is not reading is you.

@waahahah said:

You're link does not state AMD will give the API to khronos

History works against you. AMD's OpenGL vendor specific extension are no different to NVIDIA or Intel vendor specific OpenGL extensions.

AMD's Tiled Resource API was a vendor specific OpenGL extension before it was accepted and modified by Khronos i.e. API was renamed with ARB.

@waahahah said:

NVidia's support for their kit bash doesn't matter. It weakened the mantle's position along side DX12 announcement.

1. NVIDIA's OpenGL vendor specific kit-bash wasn't able to stop Khronos group calls for next-gen API. Also, AMD's OpenGL kit-bash is in the same boat as NVIDIA's OpenGL vendor specific kit-bash.

MS DirectX12 also weaken NVIDIA's OpenGL vendor specific kit-bash, hence the call for next gen API from Khronos group.

NVIDIA doesn't dominate OpenGL i.e. Qualcomm and ARM dominates OpenGL install base via Android OS. Qualcomm is a known anti-NVIDIA.

2. Your "NVidia's support for their kit bash doesn't matter" assertion doesn't address NVIDIA's OpenGL vendor specific kit-bash shipped PC game situation is worst than AMD Mantle.

3. AMD already knows Mantle's MS HLSL would not water in Khronos group i.e. it's either OpenGL's GLSL or OpenCL 2.1's SPIR-V.

4. Mantle on Windows has done it's job i.e. MS done their "assimilate and extend" tactics by releasing DX12 with AMD's CPU interest and it's very close to Mantle's programming model.

AMD’s Mantle was used as a disruptive force to change the industry.

AMD donated their efforts to the Khronos group and some of the relationship is obvious from the name.

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ronvalencia

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#165  Edited By ronvalencia
Member since 2008 • 29612 Posts

@04dcarraher said:

@ronvalencia:

why dont you stop it your wrong, fact is that Mantle wasn't used by any other gpu company, and to the fact only one architecture ie GCN was ever allowed to use it by the company that made the API....... it means that it was proprietary. the "what if intent" and later reincarnation of it means squat when the fact is that AMD's Mantle was only used by AMD products.....

Wrong. A view from Unity3D's Aras Pranckevičius http://aras-p.info/blog/2015/03/13/thoughts-on-explicit-graphics-apis/

Khronos Vulkan was announced (which is very much AMD Mantle, improved to make it cross-vendor).

Your post means squat when Mantle's API spec and it's programming model serves as the basis for Vulkan. It's the programmer that programs against APIs.

AMD isn't stopping anyone to write a Mantle wrapper AFAIK.

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04dcarraher

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#166  Edited By 04dcarraher
Member since 2004 • 23858 Posts

@ronvalencia said:
@04dcarraher said:

@ronvalencia:

why dont you stop it your wrong, fact is that Mantle wasn't used by any other gpu company, and to the fact only one architecture ie GCN was ever allowed to use it by the company that made the API....... it means that it was proprietary. the "what if intent" and later reincarnation of it means squat when the fact is that AMD's Mantle was only used by AMD products.....

Wrong. A view from Unity3D's Aras Pranckevičius http://aras-p.info/blog/2015/03/13/thoughts-on-explicit-graphics-apis/

Khronos Vulkan was announced (which is very much AMD Mantle, improved to make it cross-vendor).

Your post means squat when Mantle's API spec and it's programming model serves as the basis for Vulkan. It's the programmer that programs against APIs.

AMD isn't stopping anyone to write a Mantle wrapper AFAIK.

Your missing the point..... and making excuses now avoiding the fact, that their plans were early on was to keep it as an Trump card for themselves. Which it never happened... Since their actions in how Mantle was used and promoted when it was under control from AMD speaks how it was. The fact that parts of Mantle is apart of Vulkan again means squat since Vulkan is not Mantle nor is controlled by AMD.

The fact is that Mantle was only ever used by AMD products which means that its usage was proprietary by nature whatever the intent or plans were later on.

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waahahah

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#167 waahahah
Member since 2014 • 2462 Posts
@ronvalencia said:

Which is effectively fulfilled by Vulkan which is based from Mantle with improved cross-vendor compatibility.

Again vulkan is a continuation of mantle, but no longer mantle, but this doesn't address the issue we are actually discussing. Let me remind you, AMD wanted to keep the API before making it open source.

From http://download.intel.com/support/motherboards/server/sysmgmt/sb/sms_open_source_components_301111.pdf

Intel is currently using 3rd party components with MIT licensedfor Intel provided solutions.

GPUOpen is just a bundling for existing AMD's game software library and mostly targeting game developers. Hardware vendors can optimise GPUOpen for their hardware e.g. NVIDIA already optimised TressFX for their hardware.

es such as Ashes of Singularity has equal source code access for AMD, Intel and NVIDIA.

Again your missing the point. NVIDIA optimizing for is because they have no choice. They will not promote or use it in any of their games. And again so long as AMD holds the licenses so Intel will likely get their own solution. Open source is still subject to change, it's not a permanent thing.

Such arguments has no influence for the currentcopies of the software with attached MIT license. I can make my own future version of the software.

Game engines such Unity make use of Mono.net which is MIT licensed.

Under a new branding. It means you will no longer be able to use new iterations of mantle and you'd have to get developer support. Also MIT license doesn't grant users the ability to change specification. Any changes will be extensions and probably difficult to get developer support. Mantle was NOT a collaboration project for the people that would need to use it. The licensing model doesn't really help them at all at this point, mantle needs to be standard for developers, if one day you can no longer use the standard, or make modifications to it, it no longer is standard and will less likely be supported by developers.

The MIT license really doesn't help an open standard, I can't make modifications to it because it will no longer be standard, and I'll have to fight AMD to get changes submitted as the standard.

Hence the word "like".

I'll it state gain. AMD's alternative plan for legacy OpenGL was to add Mantle likeextension.

The only person who is not reading is you.

No, you do not understand the argument or the issue we are talking about. Extensions are not mantle, mantle was intended to be proprietary from the beginning. Only making extensions for OpenGL reaffirm my argument that the Mantle was proprietary, was intended to be proprietary, but for public use.

History works against you. AMD's OpenGL vendor specific extension are no different to NVIDIA or Intel vendor specific OpenGL extensions.

AMD's Tiled Resource API was a vendor specific OpenGL extension before it was accepted and modified by Khronos i.e. API was renamed with ARB.

History is a bit irrelevant when AMD time and time again stated it was going to be a public API, provided by them.

1. NVIDIA's OpenGL vendor specific kit-bash wasn't able to stop Khronos group calls for next-gen API. Also, AMD's OpenGL kit-bash is in the same boat as NVIDIA's OpenGL vendor specific kit-bash.

MS DirectX12 also weaken NVIDIA's OpenGL vendor specific kit-bash, hence the call for next gen API from Khronos group.

NVIDIA doesn't dominate OpenGL i.e. Qualcomm and ARM dominates OpenGL install base via Android OS. Qualcomm is a known anti-NVIDIA.

2. Your "NVidia's support for their kit bash doesn't matter" assertion doesn't address NVIDIA's OpenGL vendor specific kit-bash shipped PC game situation is worst than AMD Mantle.

3. AMD already knows Mantle's MS HLSL would not water in Khronos group i.e. it's either OpenGL's GLSL or OpenCL 2.1's SPIR-V.

4. Mantle on Windows has done it's job i.e. MS done their "assimilate and extend" tactics by releasing DX12 with AMD's CPU interest and it's very close to Mantle's programming model.

You're missing the points entirely. Early 2014 AMD's plan was to provide the API and control the license model for it. It was going to be public which is a good thing but it was intended to be theirs. But they were struggling to get developer participation. I'll say this again... 12 games.

NVidia's kit bash served 1 purpose in my argument, from the perspective of developers, there were more standard alternatives.

DX12/Mantle are both probably a result of AMD/MS collaboration on xbox one. But who cares where it came from. Again from a developers perspective, there were more standard alternatives now.

AMD’s Mantle was used as a disruptive force to change the industry.

AMD donated their efforts to the Khronos group and some of the relationship is obvious from the name.

You are still missing the point. Mantle was only given to Khronos after it failed to get developer support to make it viable. AMD holding on to a dead technology was pointless so the only thing they could do was give it up to a 3rd party that intel/NVidia and developers would support.

It's no longer their say and in Khronos's hands, it can be a collaboration and intel/NVidia can probably make changes to it.