John Carmack gives Mantle his blessing

If the success of the Oculus Rift tells us anything, it's that VR is the way of the future. If it tells is one more thing however, it's that a John Carmack endorsement goes a long way. AMD will be feeling that glow of support today too, as Carmack recently tweeted out how the company's new Mantle API development could be "very helpful," to developers and potentially shake things up in the console scene.

AMD's Mantle system is designed to offer developers an alternative to both DirectX and OpenGL, providing direct access to the GPU's innards and thereby making it theoretically possible for developers to draw several times the power for certain instructions, from the same hardware. This needs to be tried in practice of course, but if Carmack says it's possible, I'm willing to believe it.

However, he did add the caveat that he wouldn't be jumping on the new API any time soon. Ultimately, OpenGL offers very similar performance improvements over DirectX, he says, making it seem a little unnecessary to get aboard the Mantle train just yet.

However, we've heard from EA that its new Frostbite Engine is designed to support Mantle, which means a lot of next-gen games are going to come with that API as an option. It will be really interesting to see what those games perform like on the PC and whether those people with AMD cards end up with a much more aesthetically pleasing gaming experience, than their Nvidia cousins.

What do you guys think about Mantle? Hype or potential game changer?

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GPUs should either merge with

GPUs should either merge with CPUs or become fully programmable ad on cards similar to Intel's Xeon Phi. Drop the APIs, make something such as x86 for GPUs and let the programmers code with n languages, with per languages compilers.

The future is strange

So they pushed software based rendering from the cpu to the gpu. I don't get it, will they give us quad core gpu's in order to handle the rendering power or will it be like circa 90's Half-Life?

what are you talking about

This is unrelated to software rendering. This api is a step backwards, to a time when devs had no standards to code gpus. Before pixel shader 2 when each gpu had its own set of instructions and no higher level api like directx or opengl to standardize code and translate it into specific instructions for each model/vendor. It's true that the performance boost can be surprising at times, especially so since current hardware is many times faster than shader model 2 gpus, but with that comes the issue of compatibility. It was a nightmare for devs to support the PC back then due to the sheer amount of different gpus and even on consoles this would cause issues with revised versions that come up a few years down the road.

TBH it sound alike a step

TBH it sound alike a step forwards - actually unifying multiple platforms (not just chip manufacturers and their bullshit) rather than having a half a dozen platform-dependant API's to code for. God knows OpenGL's thousands of variants are a pain in the arse to code for and there's no way in hell Microsoft are porting Direct X or the Xbox's version of to any other platform.

This isn't the first time

This isn't the first time something like this happened... anyone remember 3DFX Glide? It gave very minor preformance boosts over traditional OpenGL and a decent one over DirectX but in the end not many games had support for it.. In the end? it's cool to see AMD pushing for this on consoles but it wouldn't be feasible if developers plan to port to PC cause it would be less compatible with nVidia users.. Interesting idea, but unless there's decent support for nVidia graphics cards as well? I doubt many developers will use it other than console exclusives.

The games that did support

The games that did support Glide were absolutely beautiful at the time though - I honestly miss my Voodoo 3, even though computers are many factors faster and more efficient now, Glide games still just don't look the same. I can imagine this being the same way. Mantle on supported hardware, looking and performing amazingly, and a built in fallback to OpenGL for unsupported cards.


The reason OpenGL and DirectX exist is to make it easier for Devs to make their games/apps work on all types of hardware without worrying about what chipset can do what and avoid quirks in some hardware combinations. This re-adds this issue by first checking if it supports it and adding a fallback if it doesn't. Then checking what the hardware can do...


Your So STOOPID! Why are you comparing software when you need to see the big picture of both soft/hardware. The possible new future of gaming. Come on Man!

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