Re:Weil GFX Glide damals so super war? -nt-
von Mindeye am 26.09.13 um 14:02
Antwort auf: Re:Weil GFX Glide damals so super war? -nt- von Matze

>Die Frage ist eben, wie viele Entwickler sich die Mühe machen, die Spiele daran anzupassen; es ist ja zusätzliche Arbeit, da man DX weiter unterstützen muss. Das wird sich wahrscheinlich auf die beschränken, die eh schon am "Gaming Evolved"-Programm teilnehmen.

http://www.anandtech.com/show/7371/understanding-amds-mantle-a-lowlevel-graphics-api-for-gcn

What’s not being said, but what becomes increasingly hinted at as we read through AMD’s material is not just that Mantle is a low level API, but rather Mantle is the low level API. As in it’s either a direct copy or a very close derivative of the Xbox One’s low level graphics API. [...

If indeed Mantle is the Xbox One’s low level API, then this changes the frame of reference for Mantle dramatically. No longer is Mantle just a new low level API for AMD GCN cards, whose success is defined by whether AMD can get developers to create games specifically for it, but Mantle becomes the bridge for porting over Xbox One games to the PC. Developers who make extensive use of the Xbox One low level API would be able to directly bring over large pieces of their rendering code to the PC and reuse it, and in doing so maintain the benefits of using that low-level code in the first place. Mantle will not (and cannot) preclude the need for developers to also do a proper port to Direct3D – after all AMD is currently the minority party in the discrete PC graphics space – but it does provide the option of keeping that low level code, when in the past that would never be an option.

Folglich könnte (soooo viele Unbekannte) Mantle für X1 MultiPlat Entwicklungen fast keine zusätzliche Arbeit benötigen.

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