@ronvalencia:
But there is no guarantee that this will happen, and not all PC games, even multiplatform ones will support Mantle. Optimization for a console platform may also include GPGPU, whereas the PC version may have to rely on CPU brute SIMD force.
Remember that there are differing levels of optimization, and the introduction of any API requires giving up CPU cycles. I already stated previously that optimization doesn't mean having to touch code either. Having tighter control of the the LOD ranges on a console game may mean close enough parity to a PC version of a game, especially when only at 720p and 2x MSAA is quick on the 360.
1. For GpGPU, both PS4's GCN and R9-290/R9-290X shares similar 8 ACE units. The other GCNs has 2 ACE units. AMD's ACE units are equivalent to NVIDIA's HyperQ in GK110.
2. AMD Mantle's low API overheads solves GpGPU results being returned to the CPU within frame return issue. Read http://www.slideshare.net/zlatan4177/gpgpu-algorithms-in-games
That still doesn't address "yes we can do it, but we don't have to do it," especially if the dev has a limited budget.
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