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Amd’S Mantle Api Adopted By Crytek


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#21 cSand

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Posted 31 March 2014 - 07:20 PM

View PostNick Rarang, on 30 March 2014 - 12:40 AM, said:

I get the same dips be it dx9 or 11. GPU utilization dips to a low 42% and frame time variance is all over the place. It seems that it's very CPU bound because it just did horribly when I down clocked it to 4ghz. Ironically, I run Crysis 3 ultra settings at 1080P like butter. Isn't this game based on the same Cryengine 3? I'll try to disable some cores and see if I can squeeze it to 5.4ghz and see if it helps.


Try taking your game off the SSD

sounds crazy, but seriously.

Also, it's useful to know what other processes are going alongside MWO, especially in the realm of antivirus and firewall kind of stuff.

Edited by cSand, 31 March 2014 - 07:22 PM.


#22 cSand

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Posted 31 March 2014 - 07:24 PM

View PostNick Rarang, on 30 March 2014 - 06:41 PM, said:

Well I just did both. I rolled back to whql 13.12 drivers as well as re installed the game and it still gives me the same performance. oh well.....


There is definitely something f**ky with your settings and I'm thinking software. I have friends who play this game on similar setups with no issues...

edit:

also, how is your power supply rated? You are pulling a decent amount of juice on that rig with the way you have it running

Edited by cSand, 31 March 2014 - 07:26 PM.


#23 Catamount

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Posted 31 March 2014 - 07:50 PM

I had considered his PSU myself. I figure making sure the CPU is Prime stable will basically cover any such concerns.

#24 S3dition

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Posted 01 April 2014 - 09:24 AM

Low level access for DX12? Could be an AMD killer then. Mantle is ATI exclusive, so an open API that gets Nvidia and Intel involved can undermine the novelty of Mantle. Especially if its a unified architecture instead of an exclusive one. AMD will be forced to support it as well, as MS will undoubtedly push DX12 to the xbox one. This means AMD will have to cater to the DX12 version while separately developing Mantle.

My guess? AMD will realize that it's more efficient to pull Mantle into Catalyst and just link into DX12. Now we just need OpenGL to support low level access to Linux so it can continue to gain legitimacy in gaming. Given that it's far more common to use an engine now instead of building your own, this could open up an all-new chapter in gaming history. The big 3 engine developers can worry about low level coding and pass the GPU savings on to game developers.

Edited by S3dition, 01 April 2014 - 09:25 AM.


#25 NRP

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Posted 01 April 2014 - 11:38 AM

Mantle support is unlikely. I'm not sure if PGI has licensed the version of CryEngine that supports Mantle, and even if they did (or if Mantle support is across all versions of CryEngine), they would probably need to rewrite a bunch of stuff to make it work. Doesn't seem like PGI has the engineering resources for this.

#26 S3dition

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Posted 01 April 2014 - 01:45 PM

View PostNRP, on 01 April 2014 - 11:38 AM, said:

Mantle support is unlikely. I'm not sure if PGI has licensed the version of CryEngine that supports Mantle, and even if they did (or if Mantle support is across all versions of CryEngine), they would probably need to rewrite a bunch of stuff to make it work. Doesn't seem like PGI has the engineering resources for this.


That's not how engine licenses work. When you get engine access, you get engine access. They don't have 40 different versions with different features in each. Sometimes they have a revision update that requires a new license purchase (Unity for example) but both Unreal and CryTek have actual license agreements. You don't ask for millions of dollar for a license then tell customers that they can't have updates.

Also, that's not how Mantle works with pre-built engines. It's highly unlikely that PGI would touch Mantle. It would just be an option per build version and CryTek would be handling the actual coding for it. There is no point to using a pre-built game engine if you have to recode low level stuff.

#27 Nick Rarang

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Posted 01 April 2014 - 02:47 PM

View PostcSand, on 31 March 2014 - 07:24 PM, said:


There is definitely something f**ky with your settings and I'm thinking software. I have friends who play this game on similar setups with no issues...

edit:

also, how is your power supply rated? You are pulling a decent amount of juice on that rig with the way you have it running

My powesupply is Thermaltake Smart Series 750W Bronze which should provide enough juice for a non overclocked crossfired 7970 gpu with 8350 cpu. I was able to get more decent frame rates after uninstalling the game and reinstalling it after I rolled back to Catalyst 13.12 WHQL. My settings are DX11 all very high 1080p vsync off msa on and my frame rates as as high as 140fps and never dips below 40 so I'm a happy camper. CPU is still @ 5.0ghz and GPU is 1200/1600.

#28 Catamount

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Posted 02 April 2014 - 05:47 AM

It was software-sde after all. It's good that you got it resolved.

#29 Nick Rarang

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Posted 03 April 2014 - 10:12 AM

Yes it was. But still I think the game engine is extremely CPU bound. My lowest GPU usage is still in the 40% range. DX12 or Mantle would be highly beneficial.

#30 Catamount

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Posted 03 April 2014 - 11:07 AM

DX11 would be fine if they got it working better. They need to do some serious performance work in general and work out why DX11 is really sucking, and indeed have promised to work on these issue. We'll see if they actually accomplish anything.

#31 Nemesis Duck

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Posted 03 April 2014 - 01:08 PM

View PostS3dition, on 01 April 2014 - 01:45 PM, said:


That's not how engine licenses work. When you get engine access, you get engine access. They don't have 40 different versions with different features in each. Sometimes they have a revision update that requires a new license purchase (Unity for example) but both Unreal and CryTek have actual license agreements. You don't ask for millions of dollar for a license then tell customers that they can't have updates.

Also, that's not how Mantle works with pre-built engines. It's highly unlikely that PGI would touch Mantle. It would just be an option per build version and CryTek would be handling the actual coding for it. There is no point to using a pre-built game engine if you have to recode low level stuff.


Sort of ... In cases I've seen, you licence a MAJOR build and get MINOR builds for free. There will be updates, sometimes you cannot find every obscure bug at release, especially the bug has a particular sequence of events needed to produce the effect. Also, security updates are typically free.

http://en.wikipedia....ware_versioning

Want a real world example to chew on? You buy Windows 8, you get Windows 8.1 for free but you need to pay again for Windows 9.





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