WYP
News Guru
In September AMD announced Mantle, a ground breaking new API designed to allow developers to have close to the metal hardware access, which today is allowing them to gain all kinds of performance improvements.
Today the session catalogs for GDC, the Game Developers Conference, have been made public showing that there will be some interesting changes in store on the API front from Microsoft's Direct3D and OpenGL.
Microsoft will be coming to GDC with 2 sessions completely dedicated to Direct3D, commonly called DirectX, Microsoft's 3D graphic API.
The session titles and abstracts are as follows.
DirectX: Evolving Microsoft's Graphics Platform
DirectX: Direct3D Futures
Nvidia also will be leading a presentation on the reduction of driver overhead on OpenGL titled;
Approaching Zero Driver Overhead in OpenGL
This presentation will include speaking from all 3 major graphic providers (AMD, Nvidia and Intel). The description is as follows.
So what does this mean for Mantle, with both major graphic APIs taking steps to produce what Mantle has promised while also allowing all graphics to use them, you won't be wrong thinking that AMD's groundbreaking new API may not have a long lasting future.
That being said AMD has a tremendous lead here, Mantle already has games utilizing some of its features and benifits, while Direct3D and OpenGL are still one month away from showing their responses- and much farther away from seeing these responses in-game.
Mantle has changed the game, but how long will it remain a player?
Source - Tech Report
Today the session catalogs for GDC, the Game Developers Conference, have been made public showing that there will be some interesting changes in store on the API front from Microsoft's Direct3D and OpenGL.

Microsoft will be coming to GDC with 2 sessions completely dedicated to Direct3D, commonly called DirectX, Microsoft's 3D graphic API.
The session titles and abstracts are as follows.
DirectX: Evolving Microsoft's Graphics Platform
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.
DirectX: Direct3D Futures
Come learn how future changes to Direct3D will enable next generation games to run faster than ever before!
In this session we will discuss future improvements in Direct3D that will allow developers an unprecedented level of hardware control and reduced CPU rendering overhead across a broad ecosystem of hardware.
If you use cutting-edge 3D graphics in your games, middleware, or engines and want to efficiently build rich and immersive visuals, you don't want to miss this talk.

Nvidia also will be leading a presentation on the reduction of driver overhead on OpenGL titled;
Approaching Zero Driver Overhead in OpenGL
This presentation will include speaking from all 3 major graphic providers (AMD, Nvidia and Intel). The description is as follows.
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.

So what does this mean for Mantle, with both major graphic APIs taking steps to produce what Mantle has promised while also allowing all graphics to use them, you won't be wrong thinking that AMD's groundbreaking new API may not have a long lasting future.
That being said AMD has a tremendous lead here, Mantle already has games utilizing some of its features and benifits, while Direct3D and OpenGL are still one month away from showing their responses- and much farther away from seeing these responses in-game.
Mantle has changed the game, but how long will it remain a player?
Source - Tech Report
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