AMD recommends DirectX 12 and Vulkan instead of Mantle

To let programmers work close to metal or “near hardware” is the main issue with AMD Mantle, where complex abstraction layers have been reduced for drastically reduced overhead. The development has affected both DirectX 12 and the next version of OpenGL (Vulkan), which are not exclusive to AMD Radeon but also work with Nvidia Geforce and Intel’s integrated graphics solutions.

The fact that the alternative interfaces fulfill the same function regardless of brand means that there is uncertainty about Mantle’s future, not least when the openly available developer tools AMD promised until the end of 2014 shine with their absence. Now the company in a blog post lifts the blade from the mouth, at least in part.

AMD says that the work is in full swing with DirectX 12 and the next OpenGL, where they both contribute with the development. The company’s partners have therefore chosen to shift their focus from Mantle to the new interfaces, which offer similar functionality with lower overhead regardless of the brand of the graphics solution.

The Mantle SDK also remains available to partners who register in this co-development and evaluation program. However, if you are a developer interested in Mantle “1.0” functionality, we suggest that you focus your attention on DirectX® 12 or GLnext.

Game developers who already have access to Mantle will continue to be able to use it, but for new stakeholders, AMD recommends that they take a closer look at DirectX 12 and the next OpenGL. This does not mean the end of Mantle, which is interestingly described as version 1.0. At the same time, AMD writes that the interface must take on new features and develop beyond “domination over the drawing calls”.

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In addition to suggesting future developments, AMD argues that Mantle needs to be more open, and a first step towards this is to release 450-page documentation in March. The blog post creates at least as many new questions as answers and AMD promises more information in the coming days during GDC 2015.


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