Someguy316 :
Another question from me; I remember there was something on the GPU 14 event that mentioned anti-aliasing support with deferred rendering / lighting. I was wondering if this included super sampling anti-aliasing as well.
You're referring to Forward+. I want to give some background on Forward+ so other people know what it is:
Forward+ not only allows for the efficient utilization of thousands of light sources, but also performs an accurate simulation of their interactions with objects in the world. Forward+ also resolves the developer’s choice between a “forward” or “deferred” rendering engine for their game, which can have serious implications for the look, feel and features of a title.
For example, a “forward” rendering engine supports anti-aliasing, texture transparencies (like leaves and chainlink fences), and a wide variety of texture types (e.g. cloth and metal). Meanwhile, a “deferred” engine supports a large number of light sources, efficient rendering effects (“shaders”), and works well on game consoles. Thanks to Forward+, all of these technologies can efficiently coexist.
Forward+ further extends its leadership over forward and deferred engines by substantially increasing the diversity in the material types that a game may render. Whereas lighting on cloth and metal textures might look very similar on a game with a deferred engine (e.g. old gen consoles or console ports), Forward+ can render the distinct and realistic lighting differences between them.
Because of the way Forward+ is designed, it's suitable for use with both MSAA and SSAA.
ejb222 :
Thracks :
ejb222 :
Can you give an indication the performance gain of Mantle? Will it be purely in FPS or will it be visual...i.e. better graphics, more eye candy, improvements to tress-fx. Is it used in conjunction with D3D or by itself?
Mantle can be used to increase raw FPS, or to increase image quality while maintaining the same FPS.
It is a complete and standalone graphics API, meaning Mantle must be capable of coding and rendering all the in-game effects you see today. But Mantle also needs to be sufficiently extensible so that we can collaborate with game studios to create the effects of tomorrow—and it is extensible to do so!
Thanks for that.
I would assume that Mantle carries all the same graphic rendering abilities that other current APIs carry? Or are capable of rendering all the same effects or more or less?
Are they any graphical distinctions between Mantle and other APIs? Like for example, Tress FX in a way. Something that differentiates itself or sets it above other APIs?
Yes, Mantle is a complete graphics API capable of doing anything you see today. And more. The primary advantage, however, is that it can speak directly to the hardware in a unique way that other APIs cannot.