This allows the API and ultimately the games to live on even without Mantle supporting graphic drivers.
While the API was officially discontinued, Clément Guérin started a Mantle to Vulkan translation layer called GRVK in mid 2020. Mantle was originally planned to be released on other platforms than Windows, including Linux, but it never happened.
Opengl 4.4 api series#
all Steamroller-based "Kaveri" APUs: AMD A10-7000 Series and AMD A8-7000 Series.certain AMD Radeon Rx 200 Series GPUs ("R7" and "R9").As of July 2014 the implementation of the Mantle API was available for the following hardware: AMD promised to support their Mantle API only for their graphics cards and APUs which are based on their Graphics Core Next microarchitecture, but not older products based on the TeraScale microarchitecture. The Mantle API was only available as part of AMD Catalyst prior to 19.5.1, which was available for Microsoft Windows. Explicit control of resource compression, expansion, and synchronization.Reduction of command buffer submissions."All hardware capabilities are exposed through the API.".Reduced runtime shader compilation overhead.Dynamic flow control without CPU intervention.At the AMD Developer Summit (APU) in November 2013 Johan Andersson, technical director of the Frostbite engine at DICE praised Mantle for making development easier and enabling developers to innovate.It is hard to optimize for the graphics device driver. At GDC 14 Oxide Games employee Dan Baker stated that Mantle would address fundamental development challenges that could not be addressed by a retrofit of an existing API.Easier to port from Mantle to Direct3D 12 than from Direct3D 11 to Direct3D 12.You can help by converting this section, if appropriate. This section is in list format but may read better as prose. Improved performance in Battlefield 4 and up to 319% faster in the Star Swarm demo in single GPU configuration in extremely CPU-limited situations.Advanced Anti-Aliasing features for MSAA/EQAA optimizations.Data formats optimizations via flexible buffer/image access.Asynchronous compute queue for overlapping of compute and graphics workloads.Asynchronous DMA queue for data uploads independent from the graphics engine.
The draw call improvements of Mantle help alleviate cases where the CPU is the bottleneck.