WYP
News Guru
Over the last few months AMD and Nvidia have promised better support for developers, with AMD's Mantle API making the most headlines.
Nvidia's most significant response has been their GameWorks developer support program. One of the main features of this program is a set of optimized libraries that developers can use to implement certain affect in-game as well as access to Nvidia's CUDA development tools and GPU profiling software.
Yesterday Extremetech published an article showing how this program will affect developers and gamers alike.
Libraries
In short these libraries are made to simplify development which is a good thing, but the closed nature of these libraries however are not as they prevent the developers or AMD to make further optimizations (Especially for non-Nvidia Hardware).
The article further explores how the implementation of these libraries affect users, comparing two technically similar titles (Batman Arkham City and Batman Arkham Origins).
One worrying remark that Extremetech also made was that AMD had tried to give the Warner Bros. Montreal code with improvements to the code which would improve tessellation performance and fix multi-GPU issues in their game. This developer turned down AMD's improved code giving AMD a performance disadvantage in this game.
This is in contrast to what AMD did with TressFX and other effect AMD has developed, with open code which allows Nvidia to optimize their hardware/drivers to give their users good performance on what is AMD tech.
Nvidia has closed of their code making AMD unable to develop drivers and improve performance in the latest Nvidia optimized titles, effectively making Nvidia the one in control of AMD's performance in these titles.
What do you guys think of this? Do you believe Nvidia are using dirty tactics or do you believe this is fair game? Please comment below.
I recommend that you all read the source article below.
Source - Extremetech

Nvidia's most significant response has been their GameWorks developer support program. One of the main features of this program is a set of optimized libraries that developers can use to implement certain affect in-game as well as access to Nvidia's CUDA development tools and GPU profiling software.
Yesterday Extremetech published an article showing how this program will affect developers and gamers alike.
Libraries

Simply put, a library is a collection of implemented behaviors. They are not application specific — libraries are designed to be called by multiple programs in order to simplify development. Instead of implementing a GPU feature five times in five different games, you can just point the same five titles at one library. Game engines like Unreal Engine 3 are typically capable of integrating with third party libraries to ensure maximum compatibility and flexibility. Nvidia’s GameWorks contains libraries that tell the GPU how to render shadows, implement ambient occlusion, or illuminate objects.
In short these libraries are made to simplify development which is a good thing, but the closed nature of these libraries however are not as they prevent the developers or AMD to make further optimizations (Especially for non-Nvidia Hardware).
The article further explores how the implementation of these libraries affect users, comparing two technically similar titles (Batman Arkham City and Batman Arkham Origins).
Previous Arkham titles favored Nvidia, but never to this degree. In Arkham City, the R9 290X has a 24% advantage over the GTX 770 in DX11, and a 14% improvement in DX9. In Arkham Origins, they tie. Can this be traced directly back to GameWorks? Technically, no it can’t — all of our feature-specific tests showed the GTX 770 and the R9 290X taking near-identical performance hits with GameWorks features set to various detail levels. If DX11 Enhanced Ambient Occlusion costs the GTX 770 10% of its performance, it cost the R9 290X 10% of its performance.
The problem with that “no,” though, is twofold. First, because AMD can’t examine or optimize the shader code, there’s no way of knowing what performance could look like. In a situation where neither the developer nor AMD ever has access to the shader code to start with, this is a valid point. Arkham Origins offers an equal performance hit to the GTX 770 and the R9 290X, but control of AMD’s performance in these features no longer rests with AMD’s driver team — it’s sitting with Nvidia.

One worrying remark that Extremetech also made was that AMD had tried to give the Warner Bros. Montreal code with improvements to the code which would improve tessellation performance and fix multi-GPU issues in their game. This developer turned down AMD's improved code giving AMD a performance disadvantage in this game.
AMD attempted to provide Warner Bros. Montreal with code to improve Arkham Origins performance in tessellation, as well as to fix certain multi-GPU problems with the game. The studio turned down both. Is this explicitly the fault of GameWorks? No, but it’s a splendid illustration of how developer bias, combined with unfair treatment, creates a sub-optimal consumer experience.
Under ordinary circumstances, the consumer sees none of this. The typical takeaway from these results would be “Man, AMD builds great hardware, but their driver support sucks.
This is in contrast to what AMD did with TressFX and other effect AMD has developed, with open code which allows Nvidia to optimize their hardware/drivers to give their users good performance on what is AMD tech.
Nvidia has closed of their code making AMD unable to develop drivers and improve performance in the latest Nvidia optimized titles, effectively making Nvidia the one in control of AMD's performance in these titles.
What do you guys think of this? Do you believe Nvidia are using dirty tactics or do you believe this is fair game? Please comment below.
I recommend that you all read the source article below.
Source - Extremetech
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