AMD Mantle - John Carmack, Tim Sweeney, & Johan Andersson Open Discussion
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AMD Mantle is a hot topic right now, so of course the first thing on my mind to ask this excellent panel of industry visionaries was "What do you think of Mantle?". I chickened out, so I've gotta hand it to Anshel Sag from Bright Side of News (brightsideofnews.com) for having the balls to ask about AMD's Mantle API at an NVIDIA event. Either way it led to some excellent discussion. I hope you enjoy it. Join our community forum: bit.ly twitter.com @LinusTech Intro Screen Music Credit: Adhesive Wombat -
Check out his channel here: youtube.com Outtro Screen Music Credit: Approaching Nirvana - Sugar High youtube.com
The discussion opens with questions about Mantle and what it could mean for the broader graphics landscape. The panelists emphasize that Mantle is not intended as a direct replacement for existing APIs like DirectX or OpenGL, but rather as a low-level, low-overhead path to access GPU hardware. They discuss the importance of architecture and the need to tailor engines and workflows to take advantage of a metal-like API, while acknowledging that multiple APIs across vendors would likely emerge rather than a single universal solution. Carmack and Sweeney highlight how much of the industry’s performance bottlenecks are rooted in legacy API design, multiple abstraction layers, and memory sharing constraints, and they stress that Mantle should be a vector for experimentation and long-term improvement rather than a one-shot optimization. The sense of nuance is clear: Mantle could catalyze better driver optimization, more efficient pipelines, and opportunities for consoles-wide architectural alignment on PCs, provided the ecosystem remains open to experimentation rather than locking developers into a single vendor’s path. They reiterate that the goal is not to fragment development further but to enrich the toolkit available to developers, enabling robust, scalable performance across platforms and hardware families. The discussion ends with an emphasis on pragmatic paths forward, including industrial adoption, collaboration with driver teams, and careful evaluation of real-world gains in engines like Battlefield, with plans to share more data as projects progress.
Topics · hardware · video-game-development · computer-graphics · science-and-technology
Questions answered
- What is Mantle intended to achieve in relation to existing graphics APIs like DirectX and OpenGL?
- Mantle is designed as a low-level, low-overhead access path to GPU hardware rather than a replacement for existing APIs. It aims to reduce API overhead, enable better engine control, and catalyze improvements in drivers and architectures, while recognizing that multiple APIs across vendors and platforms are likely to coexist.
- What are the practical costs and benefits of implementing Mantle support in a major game like Battlefield?
- As of the discussion, it is too early to quantify exact costs or gains. The consensus is that benefits depend on large-scale engine changes and game architecture, and meaningful results require careful planning and long-term evaluation across multiple patches and data points, with further updates anticipated in mid November.