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 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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