fatslob-:O said:
How exactly does AMD not have the connections ? Literally EVERY major ISV relations teams works with the game developers including AMD ...
There's no reason to hold the absolutely pessimistic view that AMD's driver extensions will never get into games when similar built-ins are already used on consoles and with shader model 6 coming in the near future it too will expose more functionality already found on consoles ...
As a sidenote I prefer hairworks to TressFX ...
|
nVidia will actually donate "code" to publishers and developers like Ubisoft, Activision etc'.
nVidia "The way it's meant to be played" Slogan is pretty common in games (I.E. Almost every single unreal powered game for the last generation!), that's advertising right there, AMD has never really been able to capture that with it's "gaming evolved" slogan to the same degree as nVidia, nVidia just has Billions in the bank to get the market to play to it's strengths.
AMD did a similar thing with EA and Battlefield and Square Enix and Tomb Raider, but those efforts seem to have fizzled and not really anything new has happened on that front, AMD seems to just be reacting and copying nVidia, albeit making it's stuff open-source which is great for the industry!
I am basing all this on history of course, things might be different this time around, but I tend to be pessimistic in regards to AMD, it's why I never got burned on Phenom 1 or Bulldozer, Radeon 2000 series. etc'. :P
fatslob-:O said:
Backwards compatibility seems more likely than ever since GPU microarchitectures are converging more closely than ever since DirectX12 is practically designed to last around the 3 major IHVs ...
I agree that it's fallacious to assume backwards compatibility with just the ISA in CPUs but in the most likely upcoming case I'd say backwards compatibility comes down to the API design like whether or not they exposed GPU microcode ...
|
Pretty sure the Microcode has been exposed in the low-level API's, which really are only going to be used in games that push the graphics envelope and have big budgets.
Where the high-level API's such as Direct X 11, 12, OpenGL on the PS4/Xbox One have such things "hidden" for ease of development.
setsunatenshi said:
Vulkan isn't on Xbox 1, but AMD is, all APUs are AMD made, that's what I meant by having 100% console marketshare, which is where the real gaming profits come from to publishers. Apparently DX12 was heavily influenced by Mantle and Vulkan, which is why in early benches we had AMD cards with massive performance gains while the NVIDIA gpus were pretty much at a standstill.
I agree that it would be important for AMD to take some marketshare from both Nvidia and Intel on the pc space, at the very least so we could have some real competition. I do dislike Direct X the same way that I dislike all closed APIs, it's basically the way Microsoft has to remain the default option for any gamer on the PC. I'd love to see some real competition there too so people wouldn't be forced to keep windows in order to game on PC. That will only happen if the industry standard API will be an open one (like OpenGL was back when it was relevant still).
|
Well. The reason why Direct X won the API wars to begin with was because it was simply better, better performance, better features, bettter reliability and compatability, almost everything compared to it's competitor OpenGL was better.
Before that games on the PC used to support OpenGL, Direct X, Glide, Software etc' and even in some instance, even more obscure API's from other GPU companies. (NEC, Rendition etc'.)
And it was pefectly fine, you would just select the one that worked best for you, but the PC ended up maturing and nVidia and AMD sunk a ton of engineering time into optimizing for Direct X.
Most game engines today also support a plethora of API's from Metal to Direct X to OpenGL to Vulkan and even some web rendering API's, you name it.
Still, monopoly's are always bad. I would hate for that to happen in any tech segment, you always need an underdog to push innovation.