Ryu Connor wrote:It could, but there are a lot of caveats attached to that.
Deciding if there is sufficient widespread adoption (critical mass of support) of Mantle to make this worthwhile. Glide greatly diminished long before the end of 3dfx.
Deciding if a cheaper and weaker CPU - that ends up being okay for gaming due to this API - is worth being slow in everything else. Time is money after all.
The debate of NVIDIA D3D being in the ballpark even with lower powered CPUs.
I don't see this changing CPU recommendation paradigms with this many aspects up in the air.
Feb 13 PC Game Update Notes
-General stability improvements
-Fix for an issue where spawning into, or switching to, a gunner seat in an IFV/MBT sometimes could cause the game to crash
-Fix for missing sound in Team/Squad Deathmatch
-Fix for an issue in the Defuse game mode, where a bomb carrier would be permanently spotted
-Decreased the rate at which the kill card would incorrectly display 0 health, while the enemy was clearly alive
-Fix for an invisible wall that was incorrectly present in one of the fallen concrete pipes on Zavod 311
-Fix for an issue where bullet impact sounds weren’t properly matching the actual number of impacts
-Fix for an issue where the “Draw” message would not display on-screen once a Conquest round ended with both teams having the same amount of tickets
-Fix for an issue where long IDs wouldn’t scroll on dog tags
-Fix for missing grass physics in terrain
-Fix for a crash that would occur when activating full screen in portrait mode
-Fix for stuttering that could appear during video sequences on multi-GPU PCs
-Fix for a memory system leak that could cause stalls, which would result in frames taking longer to process
-Reduced the amount of stalls that occurred when running with high graphics setting that require more GPU memory than is currently available
-Fixed screenshots on multi-GPU PCs
tanker27 wrote:So the new patch has resolved the micro stutter I had when Mantle was enabled. Now I have a new issue in that the positional Audio is totally borked. Doesnt work with headphones or surround sound. I go to where I think I hear fighting, crest the hill and nothing is there. I am totally unaware where I am taking fire from, I turn and look and nothing, totally the wrong direction, dead. Its making HC mode very challenging. Jesus its like they fix one thing and break another
tanker27 wrote:So yeah my sound issue......not an issue. Let just say I'm a dumbass!
morphine wrote:You put the headphones the wrong way around?
tanker27 wrote:morphine wrote:You put the headphones the wrong way around?
Maybe.....I blame Grado for the way their ears go 360 degrees. It wasn't until I plugged in my Sennheisers did I realize what I had done.
Jon1984 wrote:Anyway, the latest patch resolved the spike issues in mantle mode, which is a good thing. Solid performance.
puppetworx wrote:The rollout of Mantle goes from bad to worse.
Savyg wrote:It doesn't count as 'rolled out' until the public SDK is available, and the only 'date' we have for that is before 2016.
Either way I hardly see a month delay on the first two games to support it to be a horrible problem. If it was three months I'd be a bit skeptical.
puppetworx wrote:The initial release of the Mantle supporting beta driver was a fiasco. There were lots of pissed off journalists and lots of disappointed readers. Not quite the impact AMD was hoping for. This latest story just adds further negative commentary - not great for Mantle's image, especially since it needs all the help it can get if it is to break consumers and developers away from incumbent API DirectX.
Feb 25 PC Game update notes
-Fix for the so called “sound loop crash” issue that caused the game to freeze
-Fix for an issue that sometimes prevented players from shooting while in the gunner position of a vehicle
-Fix for the headshot icon appearing incorrectly at non-headshot deaths, such as suicide or dying of an explosion
-General stability improvements
-General stability and performance improvements
-Fix for an issue that caused the sky/fog to be either too bright or too dark when Mantle was used
-Added on-screen video memory utilization statistics with “Render.DrawScreenInfo”