Prying OpenGL to slip a little Mantle inside

Subject: General Tech | August 15, 2014 - 01:09 PM |
Tagged: amd, Mantle, opengl, OpenGL Next

Along with his announcements about FreeSync, Richard Huddy also discussed OpenGL Next and its relationship with Mantle and the role it played in DirectX 12's development.  AMD has given Chronos Group, the developers of OpenGL, complete access to Mantle to help them integrate it into future versions of the API starting with OpenGL Next.  He also discussed the advantages of Mantle over DirectX, citing AMD's ability to update it much more frequently than Intel has done with DX.  With over 75 developers working on titles that take advantage of Mantle the interest is definitely there but it is uncertain if devs will actually benefit from an API which updates at a pace faster than a game can be developed.  Read on at The Tech Report.

Richard Huddy-578-80.jpg

"At Siggraph yesterday, AMD's Richard Huddy gave us an update on Mantle, and he also revealed some interesting details about AMD's role in the development of the next-gen OpenGL API."

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Tech Talk

More testing of Mantle's mettle

Subject: General Tech | July 16, 2014 - 04:16 PM |
Tagged: gaming, Mantle, battlefield 4, BF4

Mantle is currently supported by the Nitrous, Frostbite 3 and CRYENGINE engines, and the current official list of released or soon to be released games that support the new API has reached eight AAA titles.  eTeknix lined up three of these games to test, Battlefield 4, Thief and PvZ Garden Warfare to test on an R9 290X paired with both a AMD FX-8350 and an FX-4100.   For BF4 with the Ultra preset, no V-Sync @ 1920 x 1080 both systems saw a noticeable jump in performance and Thief even more so for the FX8350 system.  Check out the full results in their review.

Don't forget to enable your team up with the Fragging Frogs while playing BF4, there is still a screenshot contest going on.


"The biggest claim to fame of this new low-overhead API is its use in EA’s Battlefield 4 blockbuster and the support it has from EA’s famous FrostBite 3 Engine. However, what is all the fuss about? How does Mantle actually perform in practice? Why should you even care about it? These are questions we are hoping to address today."

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Source: eTeknix

Podcast #308 - Intel and Mantle, XSPC Watercooling Kits, Quantum Dots, and more!

Subject: General Tech | July 10, 2014 - 01:17 PM |
Tagged: podcast, video, Intel, Mantle, amd, nvidia, XSPC, quantum dots, western digital, My Cloud Mirror, A10-7850K, Kaveri, arm, quakecon

PC Perspective Podcast #308 - 07/10/2014

Join us this week as we discuss Intel using Mantle, XSPC Watercooling Kits, Quantum Dots, and more!

You can subscribe to us through iTunes and you can still access it directly through the RSS page HERE.

The URL for the podcast is: - Share with your friends!

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Hosts: Ryan Shrout, Josh Walrath, Jeremy Hellstrom, Allyn Malventano, and Morry Tietelman

Program length: 1:25:47

Subscribe to the PC Perspective YouTube Channel for more videos, reviews and podcasts!!


Manufacturer: Intel

When Magma Freezes Over...

Intel confirms that they have approached AMD about access to their Mantle API. The discussion, despite being clearly labeled as "an experiment" by an Intel spokesperson, was initiated by them -- not AMD. According to AMD's Gaming Scientist, Richard Huddy, via PCWorld, AMD's response was, "Give us a month or two" and "we'll go into the 1.0 phase sometime this year" which only has about five months left in it. When the API reaches 1.0, anyone who wants to participate (including hardware vendors) will be granted access.


AMD inside Intel Inside???

I do wonder why Intel would care, though. Intel has the fastest per-thread processors, and their GPUs are not known to be workhorses that are held back by API call bottlenecks, either. Of course, that is not to say that I cannot see any reason, however...

Read on to see why, I think, Intel might be interested and what this means for the industry.

AMD Planning Open Source GameWorks Competitor, Mantle for Linux

Subject: Graphics Cards | June 19, 2014 - 10:35 AM |
Tagged: video, richard huddy, radeon, openworks, Mantle, freesync, amd

On Tuesday, AMD's newly minted Gaming Scientist, Richard Huddy, stopped by the PC Perspective office to talk about the current state of the company's graphics division. The entire video of the interview is embedded below but several of the points that are made are quite interesting and newsworthy. During the discussion we hear about Mantle on Linux, a timeline for Mantle being opened publicly as well as a surprising new idea for a competitor to NVIDIA's GameWorks program.

Richard is new to the company but not new to the industry, starting with 3DLabs many years ago and taking jobs at NVIDIA, ATI, Intel and now returning to AMD. The role of Gaming Scientist is to directly interface with the software developers for gaming and make sure that the GPU hardware designers are working hand in hand with future, high end graphics technology. In essence, Huddy's job is to make sure AMD continues to innovate on the hardware side to facilitate innovation on the software side.

AMD Planning an "OpenWorks" Program

(33:00) After the volume of discussion surrounding the NVIDIA GameWorks program and its potential to harm the gaming ecosystem by not providing source code in an open manner, Huddy believes that the answer to problem is to simply have NVIDIA release the SDK with source code publicly. Whether or not NVIDIA takes that advice has yet to be seen, but if they don't, it appears that AMD is going down the road of creating its own competing solution that is open and flexible.

The idea of OpenFX or OpenWorks as Huddy refers to it is to create an open source repository for gaming code and effects examples that can be updated, modified and improved upon by anyone in the industry. AMD would be willing to start the initiative by donating its entire SDK to the platform and then invite other software developers, as well as other hardware developers, to add or change to the collection. The idea is to create a competitor to what GameWorks accomplishes but in a license free and open way.


NVIDIA GameWorks has been successful; can AMD OpenWorks derail it?

Essentially the "OpenWorks" repository would work in a similar way to a Linux group where the public has access to the code to submit changes that can be implemented by anyone else. Someone would be able to improve the performance for specific hardware easily but if performance was degraded on any other hardware then it could be easily changed and updated. Huddy believes this is how you move the industry forward and how you ensure that the gamer is getting the best overall experience regardless of the specific platform they are using.

"OpenWorks" is still in the planning stages and AMD is only officially "talking about it" internally. However, bringing Huddy back to AMD wasn't done without some direction already in mind and it would not surprise me at all if this was essentially a done deal. Huddy believes that other hardware companies like Qualcomm and Intel would participate in such an open system but the real question is whether or not NVIDIA, as the discrete GPU market share leader, would be in any way willing to do as well.

Still, this initiative continues to show the differences between the NVIDIA and AMD style of doing things. NVIDIA prefers a more closed system that it has full control over to perfect the experience, to hit aggressive timelines and to improve the ecosystem as they see it. AMD wants to provide an open system that everyone can participate in and benefit from but often is held back by the inconsistent speed of the community and partners. 

Mantle to be Opened by end of 2014, Potentially Coming to Linux

(7:40) The AMD Mantle API has been an industry changing product, I don't think anyone can deny that. Even if you don't own AMD hardware or don't play any of the games currently shipping with Mantle support, the re-focusing on a higher efficiency API has impacted NVIDIA's direction with DX11, Microsoft's plans for DX12 and perhaps even Apple's direction with Metal. But for a company that pushes the idea of open standards so heavily, AMD has yet to offer up Mantle source code in a similar fashion to its standard SDK. As it stands right now, Mantle is only given to a group of software developers in the beta program and is specifically tuned for AMD's GCN graphics hardware.


Huddy reiterated that AMD has made a commitment to release a public SDK for Mantle by the end of 2014 which would allow any other hardware vendor to create a driver that could run Mantle game titles. If AMD lives up to its word and releases the full source code for it, then in theory, NVIDIA could offer support for Mantle games on GeForce hardware, Intel could offer support those same games on Intel HD graphics. There will be no license fees, no restrictions at all.

The obvious question is whether or not any other IHV would choose to do so. Both because of competitive reasons and with the proximity of DX12's release in late 2015. Huddy agrees with me that the pride of these other hardware vendors may prevent them from considering Mantle adoption though the argument can be made that the work required to implement it properly might not be worth the effort with DX12 (and its very similar feature set) around the corner.

(51:45) When asked about AMD input on SteamOS and its commitment to the gamers that see that as the future, Huddy mentioned that AMD was considering, but not promising, bringing the Mantle API to Linux. If the opportunity exists, says Huddy, to give the gamer a better experience on that platform with the help of Mantle, and developers ask for the support for AMD, then AMD will at the very least "listen to that." It would incredibly interesting to see a competitor API in the landscape of Linux where OpenGL is essentially the only game in town. 

AMD FreeSync / Adaptive Sync Benefits

(59:15) Huddy discussed the differences, as he sees it, between NVIDIA's G-Sync technology and the AMD option called FreeSync but now officially called Adaptive Sync as part of the DisplayPort 1.2a standard. Beside the obvious difference of added hardware and licensing costs, Adaptive Sync is apparently going to be easier to implement as the maximum and minimum frequencies are actually negotiated by the display and the graphics card when the monitor is plugged in. G-Sync requires a white list in the NVIDIA driver to work today and as long as NVIDIA keeps that list updated, the impact on gamers buying panels should be minimal. But with DP 1.2a and properly implemented Adaptive Sync monitors, once a driver supports the negotiation it doesn't require knowledge about the specific model beforehand.


AMD demos FreeSync at Computex 2014

According to Huddy, the new Adaptive Sync specification will go up to as high as 240 Hz and as low as 9 Hz; these are specifics that before today weren't known. Of course, not every panel (and maybe no panel) will support that extreme of a range for variable frame rate technology, but this leaves a lot of potential for improved panel development in the years to come. More likely you'll see Adaptive Sync ready display listing a range closer to 30-60 Hz or 30-80 Hz initially. 

Prototypes of FreeSync monitors will be going out to some media in the September or October time frame, while public availability will likely occur in the January or February window. 

How does AMD pick game titles for the Never Settle program?

(1:14:00) Huddy describes the fashion in which games are vetted for inclusion in the AMD Never Settle program. The company looks for games that have a good history of course, but also ones that exemplify the use of AMD hardware. Games that benchmark well and have reproducible results that can be reported by AMD and the media are also preferred. Inclusion of an integrated benchmark mode in the game is also a plus as it more likely gets review media interested in including that game in their test suite and also allows the public to run their own tests to compare results. 

Another interesting note was the games that are included in bundles often are picked based on restrictions in certain countries. Germany, for example, has very strict guidelines for violence in games and thus add-in card partners would much prefer a well known racing game than an ultra-bloody first person shooter. 

Closing Thoughts

First and foremost, a huge thanks to Richard Huddy for making time to stop by the offices and talk with us. And especially for allowing us to live stream it to our fans and readers. I have had the privilege to have access to some of the most interesting minds in the industry, but they are very rarely open to having our talks broadcast to the world without editing and without a precompiled list of questions. For allowing it, both AMD and Mr. Huddy have gained some respect! 

There is plenty more discussed in the interview including AMD's push to a non-PC based revenue split, whether DX12 will undermine the use of the Mantle API, and how code like TressFX compares to NVIDIA GameWorks. If you haven't watched it yet I think you'll find the full 90 minutes to be quite informative and worth your time.

UPDATE: I know that some of our readers, and some contacts and NVIDIA, took note of Huddy's comments about TressFX from our interview. Essentially, NVIDIA denied that TressFX was actually made available before the release of Tomb Raider. When I asked AMD for clarification, Richard Huddy provided me with the following statement.

I would like to take the opportunity to correct a false impression that I inadvertently created during the interview.

Contrary to what I said, it turns out that TressFX was first published in AMD's SDK _after_ the release of Tomb Raider.

Nonetheless the full source code to TressFX was available to the developer throughout, and we also know that the game was available to NVIDIA several weeks ahead of the actual release for NVIDIA to address the bugs in their driver and to optimize for TressFX.

Again, I apologize for the mistake.

That definitely paints a little bit of a different picture on around the release of TressFX with the rebooted Tomb Raider title. NVIDIA's complaint that "AMD was doing the same thing" holds a bit more weight. Since Richard Huddy was not with AMD at the time of this arrangement I can see how he would mix up the specifics, even after getting briefed by other staff members.


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AMD Mantle Private Beta Announced

Subject: General Tech, Graphics Cards | May 1, 2014 - 08:00 AM |
Tagged: Mantle, amd

As our readers are well aware, Mantle is available for use with a few games. Its compatibility begun with the beta Catalyst 14.1 driver and an update for Battlefield 4. AMD was quite upfront about the technology, even granting a brief interview with Guennadi Riguer, Chief Architect of the API to fill in a few of the gaps left from their various keynote speeches.


What is under lock and key, however, is the actual software development kit (SDK). AMD claimed that it was too immature for the public. It was developed in partnership with DICE, Oxide Games, and other, established developers to fine-tune its shape, all the while making it more robust. That's fine. They have a development plan. There is nothing wrong with that. Today, while the SDK is still not public and sealed by non-disclosure agreement, AMD is accepting applications from developers who are requesting to enter the program.

If you want to develop a Mantle application or game, follow the instructions at their website for AMD to consider you. They consider it stable, performant, and functional enough for "a broader audience in the developer community".

AMD cites 40 developers already registered, up from seven (DICE, Crytek, Oxide, etc.).

If you are not a developer, then this news really did not mean too much to you -- except that progress is being made.

Source: AMD
Manufacturer: Various

Competition is a Great Thing

While doing some testing with the AMD Athlon 5350 Kabini APU to determine it's flexibility as a low cost gaming platform, we decided to run a handful of tests to measure something else that is getting a lot of attention right now: AMD Mantle and NVIDIA's 337.50 driver.

Earlier this week I posted a story that looked at performance scaling of NVIDIA's new 337.50 beta driver compared to the previous 335.23 WHQL. The goal was to assess the DX11 efficiency improvements that the company stated it had been working on and implemented into this latest beta driver offering. In the end, we found some instances where games scaled by as much as 35% and 26% but other cases where there was little to no gain with the new driver. We looked at both single GPU and multi-GPU scenarios on mostly high end CPU hardware though.

Earlier in April I posted an article looking at Mantle, AMD's answer to a lower level API that is unique to its ecosystem, and how it scaled on various pieces of hardware on Battlefield 4. This was the first major game to implement Mantle and it remains the biggest name in the field. While we definitely saw some improvements in gaming experiences with Mantle there was work to be done when it comes to multi-GPU scaling and frame pacing. 

Both parties in this debate were showing promise but obviously both were far from perfect.


While we were benchmarking the new AMD Athlon 5350 Kabini based APU, an incredibly low cost processor that Josh reviewed in April, it made sense to test out both Mantle and NVIDIA's 337.50 driver in an interesting side by side.

Continue reading our story on the scaling performance of AMD Mantle and NVIDIA's 337.50 driver with Star Swarm!!

Podcast #294 - Frame Rating Mantle in BF4, DirectX 12, Sub-$700 4K Monitors and more!

Subject: General Tech | April 3, 2014 - 01:30 PM |
Tagged: video, Samsung, podcast, Mantle, Glacer 240L, GDC 2014, frame rating, dx12, cooler master, BUILD 2014, BF4, amd, adata, 4k

PC Perspective Podcast #294 - 04/03/2014

Join us this week as we discuss Frame Rating Mantle in BF4, DirectX 12, Sub-$700 4K Monitors and more!

You can subscribe to us through iTunes and you can still access it directly through the RSS page HERE.

The URL for the podcast is: - Share with your friends!

  • iTunes - Subscribe to the podcast directly through the iTunes Store
  • RSS - Subscribe through your regular RSS reader
  • MP3 - Direct download link to the MP3 file

Hosts: Ryan Shrout, Jeremy Hellstrom, Josh Walrath and Allyn Malventano

This podcast is brought to you by Coolermaster, and the CM Storm Pulse-R Gaming Headset!
Program length: 1:12:29
  1. Week in Review:
  2. 0:43:40 This podcast is brought to you by Coolermaster, and the CM Storm Pulse-R Gaming Headset
  3. News items of interest:
  4. Hardware/Software Picks of the Week:
    1. Allyn: Like MAME? Try MESS, and further - UME (systems list)
  5. Closing/outro

Be sure to subscribe to the PC Perspective YouTube channel!!


Podcast #292 - Haswell-E, Iris Pro in Broadwell, our 750 Ti Roundup and more!

Subject: General Tech | March 20, 2014 - 04:05 PM |
Tagged: podcast, video, gdc14, haswell, Haswell-E, Broadwell, devil's canyon, Intel, amd, Mantle, dx12, nvidia, gtx 750ti, evga, pny, galaxy

PC Perspective Podcast #292 - 03/20/2014

Join us this week as we discuss Haswell-E, Iris Pro in Broadwell, our 750 Ti Roundup and more!

You can subscribe to us through iTunes and you can still access it directly through the RSS page HERE.

The URL for the podcast is: - Share with your friends!

  • iTunes - Subscribe to the podcast directly through the iTunes Store
  • RSS - Subscribe through your regular RSS reader
  • MP3 - Direct download link to the MP3 file

Hosts: Ryan Shrout, Jeremy Hellstrom, Josh Walrath and Allyn Malventano

This podcast is brought to you by Coolermaster, and the CM Storm Pulse-R Gaming Headset!
Program length: 1:32:09
  1. Week in Review:
  2. 0:34:44 This podcast is brought to you by Coolermaster, and the CM Storm Pulse-R Gaming Headset
  3. News items of interest:
    1. 0:57:00 Busy week to be a GPU-accelerated software developer
  4. Hardware/Software Picks of the Week:
  5. Closing/outro

Be sure to subscribe to the PC Perspective YouTube channel!!


GDC 14: CRYENGINE To Support Mantle, AMD Gets Another Endorsement

Subject: General Tech, Shows and Expos | March 19, 2014 - 05:00 PM |
Tagged: Mantle, gdc 14, GDC, crytek, CRYENGINE

While I do not have too many details otherwise, Crytek and AMD have announced that mainline CRYENGINE will support the Mantle graphics API. CRYENGINE, by Crytek, now sits alongside Frostbite, by Dice, and Nitrous, by Oxide Games, as engines which support that alternative to DirectX and OpenGL. This comes little more than a week after their announcement of native Linux support with their popular engine.


The tape has separate draw calls!

Crytek has been "evaluating" the API for quite some time now, showing interest back at the AMD Developer Summit. Since then, they have apparently made a clear decision on it. It is also not the first time that CRYENGINE has been publicly introduced to Mantle, with Chris Robert's Star Citizen, also powered by the 4th Generation CRYENGINE, having announced support for the graphics API. Of course, there is a large gap between having a licensee do legwork to include an API and having the engine developer provide you supported builds (that would be like saying UnrealEngine 3 supports the original Wii).

Hopefully we will learn more as GDC continues.

Editor's (Ryan) Take:

As the week at GDC has gone on, AMD continues to push forward with Mantle and calls Crytek's implementation of the low level API "a huge endorsement" of the company's direction and vision for the future. Many, including myself, have considered that the pending announcement of DX12 would be a major set back for Mantle but AMD claims that is "short sited" and as more developers come into the Mantle ecosystem it is proof AMD is doing the "right thing."  

Here at GDC, AMD told us they have expanded the number of beta Mantle members dramatically with plenty more applications (dozens) in waiting.  Obviously this could put a lot of strain on AMD for Mantle support and maintenance but representatives assure us that the major work of building out documentation and development tools is nearly 100% behind them.


If stories like this one over at Semiaccurate are true, and that Microsoft's DirectX 12 will be nearly identical to AMD Mantle, then it makes sense that developers serious about new gaming engines can get a leg up on projects by learning Mantle today. Applying that knowledge to the DX12 API upon its release could speed up development and improve implementation efficiency. From what I am hearing from the few developers willing to even mention DX12, Mantle is much further along in its release (late beta) than DX12 is (early alpha).

AMD indeed was talking with and sharing the development of Mantle with Microsoft "every step of the way" and AMD has stated on several occasions that there were two outcomes with Mantle; it either becomes or inspires a new industry standard in game development. Even if DX12 is more or less a carbon copy of Mantle, forcing NVIDIA to implement that API style with DX12's release, AMD could potentially have the advantage of gaming performance and support between now and Microsoft's DirectX release.  That could be as much as a full calendar year from reports we are getting at GDC.