@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.
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