AMD's big secret is Mantle, 9X more draw calls per second than other APIs
Now that AMD is powering all four major gaming platforms – namely the Wii U, Xbox One, PlayStation 4 and PC – the company has finally revealed its secret weapon to bind these platforms together: the low-level high-performance "Mantle" graphics API. This will allow developers to "speak the native language" of AMD's Graphics Core Next architecture used in modern AMD-based graphics cards and APUs.
According to AMD, the Mantle benefits include reducing the CPU overhead to enable 9X more draw calls per second than other APIs. This will provide PC gamers proper multi-tasking scaling on the CPU without the need to handle all the background draw calls required by the older APIs. Other Mantle benefits include leveraging optimization work from next-generation game consoles to PCs, and new rendering techniques. Thus with direct access to all GPU features, developers can unlock higher graphics performance on consoles and gaming rigs with GCN-based GPUs.
Remember when AMD was claiming Radeon was drawing twice as many frames as it was, until someone checked and half of those frames were useless runts that represented no change to the screen or no draw at all?
Simply amazing and finally I realize how it is that Microsoft could purchase a netbook Jaguar core and claim it to be a gaming SoC.
Simply put, Microsoft is willing to sacrifice the visual realism of DirectX 11 in favor of being able to receive using a very low end SoC the same number of calls as you would receive using a higher end CPU and GPU.
Since it is clear the review sites do not understand what calls are, I will try to explain in layman's terms.
A call is used to tell the CPU and GPU what will be active on a screen at any given moment.
What is meant by active? The gamer will be able to interact with the person or object. difference between active and non active. It is would be easy to use interacting with a NPC as a example but what of a barrel that resides in a corner will will this barrel be dead weight or can you move it, destroy it or hurl it at an enemy. non active means it is just drawn in that corner like 99% of everything else on the screen?
For those who have been around gaming for a while, you can remember a time when fighting multiple foes was the same as watching an old Kung #$%$ movie where there may have been a hundred adversaries but all of them were very polite and only attacked one at a time. this one at a time was due to how many calls were able to be executed. Presently when being attacked by multiple enemies 2, 4, or 4 of them are active and can do battle with you.
So what Mantel promises Microsoft is that they can have the same active Call experience using a low end SoC but at the expense of doing away with most if not all the visual candy DirectX has brought to games over the last decade or so.
The worst part of this is placing the future of gaming in the hands of AMD, who has failed on the CPU side of DirectX already. Will Mantel improve games or is it another of the many cover ups AMD has used to blame others, in this case DirectX, in order to explain why there products do not perform on par with the competition?
"Microsoft is willing to sacrifice the visual realism of DirectX 1", I wanted to let you know that your analysis was stupid.
I will explain things.
1. Mantle's low level control is a torpedo aimed at Intel and Nvidia.
2. Mantle is not going to be popular with Microsoft and Sony, and AMD could lose future contracts with these two companies. Microsoft and Sony does not want the PC gaming to jump ahead and leave their consoles in the dust.
3. Developers want Mantle to simplify the porting their console games to the PC. And the developers want performance, they will ignore the bawling from Intel and Nvidia.
4. Sony and Microsoft are trapped to allow the Developers access to the low level API.
Side: AMD's audio technology is good and will sell a lot of games. ( Reverb, and chorus, more.. ). But, AMD will not have a monopoly with audio for long, Nvidia and Intel can do the audio too. I hear that Intel is far along in their development of the audio. The console win gives AMD a good lead in the audio race with the game developers.
Everything FUD flinging AMD has done is a cover up, from marketing being the first to DX 10 without any visual benefits, same with claiming DX11 tessellation benefits with its wimpy DX9 tess engine, Fermi exposed them as liars. AMD's poor IPC CPU performance sucks so much that AMD has to lean on its runt rendering, micro stuttering, misfiring GPU to hide that Fact, same now with huma.
Sony PlayStation 4 (PS4) will NOT utilize AMD hUMA with Kabini-based SoC
After sending some emails to our representatives at AMD I was told that "Kabini doesn't support hUMA" which is the APU that both the PS4 and Xbox One processors are based on. AMD further clarified with us:
Our spokesperson made inaccurate statements about our semi-custom APU architectures and does not speak for Microsoft, Sony or the AMD semi-custom business unit responsible for co-developing the next generation console APUs.
So while the PS4 will still be a faster system thanks to its higher SIMD processor (GPU core) count, there is no support for a true heterogeneous unified memory architecture in either upcoming console platform.