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Crytek, a leading developer of video games and the creator of CryEngine that powers tens of titles, recently announced that it would adopt AMD’s proprietary close-to-metal Mantle application programming interface. The move will allow Crytek and its partners to improve performance of their games on AMD Radeon-powered systems.

"By integrating AMD's new Mantle API, CryEngine will gain a dimension of 'lower level' hardware access that enables extraordinary efficiency, performance and hardware control," said Cevat Yerli, founder, chief executive officer and president of Crytek.

The inclusion of AMD's Mantle API will now allow CryEngine licensees to ready their development studios for a future increasingly focused on the 'closer-to-the-metal' vision that AMD has pioneered. The support of Mantle will allow game developers to extract higher performance from Radeon graphics processing units based on the GCN [graphics core next] architecture (including Radeon HD 7000-series as well as Radeon R9 and Radeon R7).

Unfortunately, Crytek did not reveal exact plans of Mantle’s implementation into CryEngine and its video games. The latest CryEngine update does not include support for Mantle, so it will take quite some time before Crytek integrates the AMD API into its engine. Moreover, once the engine gets Mantle support, it will take a long time before game developers take advantage of that.

Crytek’s original version of CryEngine got support for DirectX 9.0c (shader model 3.0) capabilities in Summer, 2004. The company implemented some of the capabilities into the FarCry title, but the implementation was very limited. Only Crytek’s next game, Crysis, which was released in late 2006, got full support of DirectX 9.0c/shader model 3.0 functionality. In case Crytek considers it important, it may release a DLC for Crysis 3 that takes advantage of Mantle, but it is unlikely that it will heavily rely on peculiarities of the GCN architecture. It will be a positive news for AMD if Crytek and its partners incorporate proper Mantle support into titles that are in the pipeline already and which are due in the mid-term future. However, it is also possible that Crytek and CryEngine licensees leave Mantle for longer-term cross-platform projects.

Mantle, a cross-platform application programming interface (that will only support Windows operating system initially) designed specifically for graphics processing units based on graphics core next (GCN) architecture, presenting a deeper level of hardware optimization. Being low-level API, Mantle can bypass all the bottlenecks modern PC/API architectures; according to AMD, Mantle enables nine times more draw calls per second than DirectX and OpenGL thanks to lower CPU overhead.

Tags: AMD, Mantle, Radeon, GCN, DICE, Electronic Arts, 3dfx, Glide, DirectX, OpenGL

Discussion

Comments currently: 13
Discussion started: 03/28/14 08:29:14 AM
Latest comment: 04/08/14 12:55:32 PM
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1. 
Making games for PS and or Xbox will require support for Mantle as it is designed to use the AMD chip and graphics where as if the games are to be aimed for the PC's then DX form M/S will be needed so it likely the new DX will have to use Mantle in their programming.
1 2 [Posted by: tedstoy  | Date: 03/28/14 08:29:14 AM]
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ms will prob end up using directx 12 in the xbox one while the ps4 will prob end up using mantle.
0 0 [Posted by: SteelCity1981  | Date: 03/29/14 05:05:37 AM]
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no the Ps4 will NOT use Mantle, it will be Using OpenGL ES
0 0 [Posted by: Rollora  | Date: 03/31/14 04:15:39 AM]
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None of the above is right. I've read somewhere that Sony has their own APIs a low level one and a high level one.
0 0 [Posted by: Zingam  | Date: 03/31/14 07:48:24 AM]
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In fact only wrong here is you. You slide off on Sonys PR marketing spun offs. Yes its their own API based on guess what?! OGL
0 0 [Posted by: OmegaHuman  | Date: 04/03/14 06:36:37 AM]
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nope. never. xbox will use dx12, ps4 will use the sony version of openGL and the 0 overhead opengl driver model.
0 1 [Posted by: amdzorz  | Date: 04/01/14 01:14:09 PM]
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2. 
Good. Can we write a mantle API to wrap PhysX and offload that from the CPU? ;-)
0 0 [Posted by: digitalgriffin  | Date: 03/31/14 01:32:08 PM]
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3. 
"Moreover, once the engine gets Mantle support, it will take a long time before game developers take advantage of that."

Are you sure about that?

AMD already said if anyone make games for XB1 or PS4, the main part for porting to Mantle is already there.
2 0 [Posted by: Hung Mai  | Date: 04/01/14 03:53:25 AM]
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wrong. xbox will only use dx12. ps4 will only use sony's private version of the 0-overhead opengl client.
0 1 [Posted by: amdzorz  | Date: 04/01/14 01:15:18 PM]
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yes, that those will be the only part of the game they will need to replace. the rest of the game will be able to function just like it did on the console.

this in sharp contrast with the dx11 on windows where most games require extensive rewrites to be able to work around the bottlenecks of the dx11 API and get acceptable performance.

that's what AMD ment when they said that with mantle porting from consoles would be far easier.
0 0 [Posted by: Countess  | Date: 04/08/14 12:55:32 PM]
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4. 
I said that months before..........
1 1 [Posted by: mudi1  | Date: 04/01/14 09:28:24 PM]
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5. 
I'm pretty sure Crysis was DX10.

And according to Wiki, was released in 2007 not 2006... which sounds about right to me also.
1 0 [Posted by: JBG  | Date: 04/02/14 02:33:09 AM]
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Yuuuup. It's that borken dx10 patch over dx9.0c nvidia released a decade ago.
And CryShitTec finally announced some change in that broken engine which so favorably healed nvidias gpu sales.
IMNSHO. I really dont think thats no news at all because they desperately need change in their dinosaur engine. I guess (tead. Hope) they'll sunk along their seven years old tech, research years not included in cumulative years.

Bybye crycrytech hope you'll sunk as decades need to do bare tech implementation is not at all evolutionary moment. and hopefully we all wont need to cope with your broken tech implementation benchmarks.
0 1 [Posted by: OmegaHuman  | Date: 04/03/14 06:41:38 AM]
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