AMD Mantle update

Diverse d.  31. januar. 2014, skrevet af neemos 14 Kommentarer.  Vist: 1263 gange.

AMD Mantle er endelig klar  

 

 

De havde lovet Mantle klar i Januar men måtte udsætte som vi har skrevet her på siden tidligere, men nu er Mantle klar og en Battlefield 4 patch skulle være klar fra Dice / EA. Der skulle være nogen gevaldige forbedringer for AMD udstyret maskiner, herunder ses de tal vi har fået fra AMD.

 



 

 

Battlefield 4 ( EA-DICE )

  • CPU-limited scenario: 40.9% (1080p) and 40.1% (1600p) performance improvement under Ultra settings and 4xAA on the AMD A10-7700K with an AMD Radeon™ R9 290X.
     
  • GPU-limited scenario: 2.7% (1080p) and 1.4% (1600p) performance improvement under Ultra settings and FXAA on the Core i7-4960X with an AMD Radeon™ R7 260X
     
  • Average uplift for 1080p: 13.28% (Average of 290X and 260X data on the i7-4960X, A10-7700K, FX 8350 and i5-4670K)
     
  • Average uplift for 1600p: 11.35% (Average of 290X and 260X data on the i7-4960X, A10-7700K, FX 8350 and i5-4670K)



Her er presse meddelesen fra AMD..

Mantle has been many years in the making by AMD, but we were not alone in this effort! Mantle was also directly shaped by the input we received from the greater game development community that has long sought a low-level graphics API for PCs. We worked shoulder-to-shoulder with developers like DICE and Oxide Games to create Mantle in the image of their needs: a streamlined, robust, efficient API for modern graphics work. In fact, Mantle is the very first API designed directly by game developers for their modern craft!

At the simplest level, Mantle is an Application Programming Interface (API), or a language that game developers can use to write code that creates the beautiful graphics on your screen. In its current iteration, the Mantle API uniquely leverages the hardware in the Graphics Core Next architecture (GCN) of modern AMD Radeon™ GPUs for peak performance.

More broadly, Mantle is functionally similar to DirectX® and OpenGL, but Mantle is different in that it was purpose-built as a lower level API. By “lower level,” it’s meant that the language of Mantle more closely matches the way modern graphics architectures (like AMD’s own GCN) are designed to execute code. The primary benefit of a lower level API is a reduction in software bottlenecks, such as the time a GPU and CPU must spend translating/understanding/reorganizing code on-the-fly before it can be executed and presented to the user as graphics. Mantle comes in contrast to the “high level API,” which offers broader compatibility with multiple GPU architectures, but does so at the expense of lower performance and efficiency.

Before you proceed with performance analysis, however, we wanted to provide some new insight on the design goals of the Mantle API.
DESIGN PRINCIPLES OF MANTLE
First and foremost, Mantle is primarily designed to improve performance in scenarios where the CPU is the limiting factor (so-called “CPU-bound” cases); CPU-bound scenarios are legion in gaming, as existing APIs have heavy validation overhead, along with difficulty scaling out to multiple CPU cores. In addressing this common problem, Mantle enables a pronounced improvement for the majority of global PC gamers that have entry-level and mid-range processors. Some of the techniques to achieve this include:
- Low-overhead validation and processing of API commands
- Explicit command buffer control
- Close to linear performance scaling from recording command buffers onto multiple CPU cores
- Reduced runtime shader compilation overhead

In turn, Mantle makes less of an impact in cases where high resolutions and “maximum detail” settings are used, as these settings are likely to be maximally taxing GPU resources in a manner that is more difficult to improve at the API level (so-called “GPU-bound” scenarios). While Mantle provides some
built-in features to improve GPU-bound performance, gains in these cases are largely dependent on how well Mantle features and optimizations are being utilized by the developer. Some of those features include:
- Reduction of command buffers submissions
- Explicit control of resource compression, expands and synchronizations
- Asynchronous DMA queue for data uploads independent from the graphics engine
- Asynchronous compute queue for overlapping of compute and graphics workloads
- Data formats optimizations via flexible buffer/image access
- Advanced Anti-Aliasing features for MSAA/EQAA optimizations

It’s also prudent to note that Mantle is still in the beta phase and may not reflect the full performance we might be able to achieve through the optimization time we’ll be investing in the months ahead. And, as developers are still familiarizing themselves with Mantle and its relationship to Graphics Core Next, they may not have capitalized on all available opportunities for optimizations—but that will come with time.
One such optimization is the approach to multi-GPU performance scaling, which now rests in the hands of the game developer in the Mantle ecosystem. Developer control of multi-GPU performance empowers them to design an optimal multi-GPU codebase that perfectly matches the approach their rendering engine takes to graphics. Battlefield 4 is currently enabled with multi-GPU capabilities on Mantle, but the Oxide Games StarSwarm demo will be enabled with these capabilities in a later build.

Kilde: AMD

zubrowka01
 
Elitebruger
Tilføjet:
31-01-2014 02:37:18
Svar/Indlæg:
867/18
Ok, læser jeg pressemeddelelsen forkert, eller er mantle virkelig et stærkt værktøj til at fordele uscriptede loads over flere kerner? 😳


slate_dk
 
Superbruger
Tilføjet:
01-02-2014 14:18:28
Svar/Indlæg:
651/11


slate_dk
 
Superbruger
Tilføjet:
01-02-2014 14:41:03
Svar/Indlæg:
651/11


xt0m
 
Elitebruger
Tilføjet:
01-02-2014 14:46:06
Svar/Indlæg:
2587/91
Jeg tror umiddelbart jeg misforstår noget, for der er godt nok stor forskel på testresultaterne mellem Golem og Hilbert..


Bonghætte
 
Elitebruger
Tilføjet:
01-02-2014 15:38:08
Svar/Indlæg:
1271/38
Skulle Mantle ikke give mest i voldsomt CPU bottlenecked situationer? Hvorfor tester de så med en 3960x'er i Ultra?

Det er jo ikke dét jeg er interesseret i..

Er meget nysgerrig over hvor meget Mantle får GPU'erne til at 'stå på egne ben'..


slate_dk
 
Superbruger
Tilføjet:
01-02-2014 15:48:35
Svar/Indlæg:
651/11
#5 Testen på guru3d med A10-7850 med R9-290X viser netop hvordan Mantle kan rykke når CPU er bottlenecked.

Og det er vel af interesse at se hvordan de forskellige hardware kombinationer opfører sig


xt0m
 
Elitebruger
Tilføjet:
01-02-2014 18:45:12
Svar/Indlæg:
2587/91
Ser ud til at have størst fordele desto mindre kraftig maskinen er..


Cykelskur
 
Elitebruger
Tilføjet:
02-02-2014 09:53:55
Svar/Indlæg:
151/10
Det her kan blive rigtig spændende sammen med ArmA3 Der er CPU begrænset som ind i helvede


xt0m
 
Elitebruger
Tilføjet:
04-02-2014 08:04:24
Svar/Indlæg:
2587/91
"Med det sagt opleves Mantle generelt at have begrænset synlighed med mere tåge i det fjerne i forhold til DirectX , som ifølge John Andersson er en fejl, der bør fixes. Battlefield 4 med Mantle havde dog endnu flere problemer såsom blinkende teksturer og skygger i forhold til samme spil under DirectX.

Sidst men ikke mindst er Mantle mærkbart ustabilt. Hvor Battlefield 4 under DirectX ruller uden mere eller mindre besvær, går spillet oftere ned, når Mantle anvendes. Resultatet er både rene CTD-situationer og mere obskure varianter hvor grafikken fryser, men lyden fortsætter.

AMD Mantle er interessant på mange måder og har absolut bevægelsesfrihed på GPU markedet. Interfacet giver betydeligt højere ydelse i mange situationer, primært en god nyhed for brugere, der sidder på lidt langsommere processorer.

Interfacet er i sin nuværende tilstand mærket som beta, og det passer godt med oplevelsen. FPS-counteren viser højere værdier, men yderligere optimering er nødvendig.

Afslutningsvis får Mantle Battlefield 4 til at føles som en teknologidemonstration. Resultatet er imponerende, men dvælende bugs gør at DirectX stadig er mere fristende."


http://www.sweclockers.com/art...


Pvt.P.Nutz
 
Elitebruger
Tilføjet:
04-02-2014 08:26:29
Svar/Indlæg:
5224/222
#9 Det er jo fint i stil med BF4 ånden 🤣


laerling
 
Elitebruger
Tilføjet:
04-02-2014 11:38:42
Svar/Indlæg:
922/13
mit system er uvenner med mantle. den vil heller forblive med dx QQ ☹


myrizzle
 
Elitebruger
Tilføjet:
04-02-2014 12:15:21
Svar/Indlæg:
1895/41
Nu har jeg prøvet mantle, spiller vidst ikke nok til at se eller mærke nogen forskel 🙂

Spillet kører smooth uanset om det er DX eller Mantle


Micks
 
Elitebruger
Tilføjet:
04-02-2014 14:40:50
Svar/Indlæg:
1145/40
Jeg har desværre slowdowns med Mantle - eller ½ sekunders freezes (der er langt imellem, men lige pludselig mangler jeg 10 meters distance og bang jeg er død).


jespersb
 
Erfaren rotte
Tilføjet:
04-02-2014 20:35:43
Svar/Indlæg:
47/12
Jeg får en 6-7 fps mere i BF4 med beta 14.1 driveren & Mantle. Det svarer vel nogenlunde til hvad jeg ville få hvis jeg OC ede min GPU. Men hvorfor skulle jeg stresse mit GPU når BF4 kører smooth på Ultra.

Så tak til AMD & Dice for de gratis fps, og mon ikke det kan blive lidt bedre med tiden når de får tweaket driveren lidt mere! 🙂