MANTLE first sub-products:
http://schedule.gdconf.com/session-id/828184
http://schedule.gdconf.com/session-id/828316
Funny that first it was said to us that 'mantel' was unneeded, that overhead was zero on DX, and that nobody was asking for it. And now 'mantel' is claimed to be dead because DX/OGL are doing the same. Close to the metal was evil, when AMD mentioned it, now that Microsoft pretend to bring close to metal capabilities on DX, I guess we will be said that close to metal is fantastic thing...
For nearly 20 years, DirectX has been the platform used by game developers to create the fastest, most visually impressive games on the planet.
However, you asked us to do more. You asked us to bring you even closer to the metal and to do so on an unparalleled assortment of hardware. You also asked us for better tools so that you can squeeze every last drop of performance out of your PC, tablet, phone and console.
Come learn our plans to deliver.
http://schedule.gdconf.com/session-id/828184
Driver overhead has been a frustrating reality for game developers for the entire life of the PC game industry. On desktop systems, driver overhead can decrease frame rate, while on mobile devices driver overhead is more insidious--robbing both battery life and frame rate. In this unprecedented sponsored session, Graham Sellers (AMD), Tim Foley (Intel), Cass Everitt (NVIDIA) and John McDonald (NVIDIA) will present high-level concepts available in today's OpenGL implementations that radically reduce driver overhead--by up to 10x or more. The techniques presented will apply to all major vendors and are suitable for use across multiple platforms. Additionally, they will demonstrate practical demos of the techniques in action in an extensible, open source comparison framework.
http://schedule.gdconf.com/session-id/828316
Funny that first it was said to us that 'mantel' was unneeded, that overhead was zero on DX, and that nobody was asking for it. And now 'mantel' is claimed to be dead because DX/OGL are doing the same. Close to the metal was evil, when AMD mentioned it, now that Microsoft pretend to bring close to metal capabilities on DX, I guess we will be said that close to metal is fantastic thing...