Mantle was a low-overhead
rendering API targeted at 3D video games.
AMD originally developed Mantle in cooperation with
DICE
Dice (singular die or dice) are small, throwable objects with marked sides that can rest in multiple positions. They are used for generating random values, commonly as part of tabletop games, including dice games, board games, role-playing ...
, starting in 2013.
Mantle was designed as an alternative to
Direct3D and
OpenGL
OpenGL (Open Graphics Library) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve ha ...
, primarily for use on
personal computer
A personal computer (PC) is a multi-purpose microcomputer whose size, capabilities, and price make it feasible for individual use. Personal computers are intended to be operated directly by an end user, rather than by a computer expert or tech ...
s, although Mantle supports the GPUs present in the
PlayStation 4
The PlayStation 4 (PS4) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15, 2013, in North America, November 29, 2013 in ...
and in the
Xbox One.
In 2015, Mantle's public development was suspended and in 2019 completely discontinued, as
DirectX 12 and the Mantle-derived
Vulkan rose in popularity.
[
]
Overview
The draw call improvements of Mantle help alleviate cases where the CPU is the bottleneck. The design goals of Mantle are to allow games and applications to utilize the
CPUs and
GPUs more efficiently, eliminate CPU bottlenecks by reducing API validation overhead and allowing more effective scaling on multiple CPU cores, provide faster draw routines, and allow greater control over the graphics pipeline by eliminating certain aspects of hardware abstraction inherent to both current prevailing graphics APIs OpenGL and Direct3D.
CPU-bound scenarios
With a basic implementation, Mantle was designed to improve performance in scenarios where the CPU is the limiting factor:
* Low-overhead validation and processing of API commands
* Explicit command buffer control
* Close to linear performance scaling from reordering command buffers onto multiple CPU cores
* Reduced runtime shader compilation overhead
* AMD claims that Mantle can generate up to 9 times more draw calls per second than comparable APIs by reducing CPU overhead.
* Multithreaded parallel CPU rendering support for at least 8 cores.
GPU-bound scenarios
Mantle was also designed to improve situations where high resolutions and "maximum detail" settings are used, although to a somewhat lesser degree, as these settings tax GPU resources in a way that is more difficult to improve at the API level. While Mantle provides some built-in features to improve GPU-bound performance, gains in these cases are largely dependent on how well Mantle features and optimizations are being utilized by the game engine. Some of those features include:
* Reduction of command buffers submissions
* Explicit control of resource compression, expands and synchronizations
* Asynchronous DMA queue for data uploads independent from the graphics engine
* Asynchronous compute queue for overlapping of compute and graphics workloads
* Data formats optimizations via flexible buffer/image access
* Advanced Anti-Aliasing features for MSAA/EQAA optimizations
* Native multi-GPU support
Benchmarks
* Performance superior to Direct3D 11
* Improved performance in ''
Battlefield 4
''Battlefield 4'' is a 2013 first-person shooter video game developed by DICE and published by Electronic Arts. The game was released in October and November for Microsoft Windows, PlayStation 3, Xbox 360, PlayStation 4, and Xbox One, and is the ...
'' and up to 319% faster in the ''Star Swarm'' demo in single GPU configuration in extremely CPU-limited situations.
Other claims
* Easier to port from Mantle to Direct3D 12 than from Direct3D 11 to Direct3D 12
* At
GDC 14 Oxide Games employee Dan Baker stated that Mantle would address fundamental development challenges that could not be addressed by a retrofit of an existing API. It is hard to optimize for the graphics device driver.
* At the AMD Developer Summit (APU) in November 2013 Johan Andersson, technical director of the Frostbite engine at DICE praised Mantle for making development easier and enabling developers to innovate.
* Mantle targets 100K
* Monolithic Pipeline
* Pipeline saving and loading
* Hybrid Resource Model
* Generalized Resources
* Control over resource preparation
* Dynamic flow control without CPU intervention
* Direct GPU control
* Reduced runtime shader compilation overhead
* Better control over the hardware.
* "All hardware capabilities are exposed through the API."
* Reduction of command buffer submissions
* Data formats optimizations via flexible buffer/image access
* Explicit control of resource compression, expansion, and synchronization
* Asynchronous DMA queue for data uploads independent from the graphics engine
* Asynchronous compute queue for overlapping of compute and graphics workloads
* New rendering techniques
Support
The Mantle API was only available as part of
AMD Catalyst prior to 19.5.1, which was available for
Microsoft Windows.
AMD promised to support their Mantle API only for their graphics cards and APUs which are based on their
Graphics Core Next microarchitecture, but not older products based on the
TeraScale microarchitecture. the implementation of the Mantle API was available for the following hardware:
* certain
Radeon HD 7000 Series GPUs
* certain
Radeon HD 8000 Series GPUs
* certain
AMD Radeon Rx 200 Series
The Radeon 200 series is a series of graphics processors developed by AMD. These GPUs are manufactured on a 28 nm Gate-Last process through TSMC or Common Platform Alliance.
Release
The Rx 200 series was announced on September 25, 2013, ...
GPUs ("R7" and "R9")
* all
Steamroller-based "Kaveri" APUs: AMD A10-7000 Series and AMD A8-7000 Series
* all
Jaguar-based "Kabini" and "Temash" APUs: AMD E1-2000 Series, E2-3000 Series, A4-1200 Series, A4-1350, A4-5000 Series, A6-1450, A6-5200, Sempron 2650, Sempron 3850, Athlon 5150, Athlon 5350, etc.
* all
Puma
Puma or PUMA may refer to:
Animals
* ''Puma'' (genus), a genus in the family Felidae
** Puma (species) or cougar, a large cat
Businesses and organisations
* Puma (brand), a multinational shoe and sportswear company
* Puma Energy, a mid- and d ...
-based "Beema" and "Mullins" APUs: E1 Micro-6200T, A4 Micro-6400T, A10 Micro-6700T, E1-6010, E2-6110, A4-6210, A6-6310, etc.
Mantle was originally planned to be released on other platforms than
Windows
Windows is a group of several proprietary graphical operating system families developed and marketed by Microsoft. Each family caters to a certain sector of the computing industry. For example, Windows NT for consumers, Windows Server for ...
, including Linux, but it never happened.
While the API was officially discontinued, Clément Guérin started a Mantle to
Vulkan translation layer called GRVK in mid 2020. This allows the API and ultimately the games to live on even without Mantle supporting graphic drivers.
Game engines
* At
GDC 2014,
Crytek announced they will support Mantle in their
CryEngine.
* During a GPU 14 Tech Days presentation, an announcement was made that
Frostbite 3
Frostbite is a game engine developed by DICE, designed for cross-platform use on Microsoft Windows, seventh generation game consoles PlayStation 3 and Xbox 360, eighth generation game consoles PlayStation 4, Xbox One and Nintendo Switch and nin ...
would include a Mantle backend.
* The Nitrous game engine from
Oxide Games, alongside DirectX 12. Mantle benchmark is still available in a free Star Swarm stress test.
* ''
Thief'' is based on a modified
Unreal Engine 3 that supported Mantle.
* LORE, a ''
Civilization: Beyond Earth'' engine supported Mantle.
* Asura, engine used by ''
Sniper Elite III
''Sniper Elite III'' is a 2014 Third-person view, third-person tactical shooter Stealth game, stealth video game developed and published by Rebellion Developments. The game is a prequel to its 2012 predecessor ''Sniper Elite V2'', and is the thir ...
'' supported Mantle.
Video games
* ''
Battlefield 4
''Battlefield 4'' is a 2013 first-person shooter video game developed by DICE and published by Electronic Arts. The game was released in October and November for Microsoft Windows, PlayStation 3, Xbox 360, PlayStation 4, and Xbox One, and is the ...
''
* ''
Battlefield Hardline''
* ''
Thief''
* ''
Plants vs. Zombies: Garden Warfare''
* ''
Civilization: Beyond Earth''
* ''
Dragon Age: Inquisition''
* ''
Sniper Elite III
''Sniper Elite III'' is a 2014 Third-person view, third-person tactical shooter Stealth game, stealth video game developed and published by Rebellion Developments. The game is a prequel to its 2012 predecessor ''Sniper Elite V2'', and is the thir ...
''
Originally planned
* ''
Star Citizen''
* 15 Frostbite games after ''
Battlefield 4
''Battlefield 4'' is a 2013 first-person shooter video game developed by DICE and published by Electronic Arts. The game was released in October and November for Microsoft Windows, PlayStation 3, Xbox 360, PlayStation 4, and Xbox One, and is the ...
'' were planned to support Mantle, potentially including ''
Need for Speed Rivals'', ''
Mass Effect: Andromeda'', ''
Mirror's Edge Catalyst'', ''
The Sims 4'' and ''
Star Wars Battlefront (2015)''.
* There have been rumours about other games from that time, including ''
Call of Duty: Advanced Warfare'', ''
Dying Light'', ''
Grand Theft Auto V
''Grand Theft Auto V'' is a 2013 action-adventure game developed by Rockstar North and published by Rockstar Games. It is the seventh main entry in the Grand Theft Auto, ''Grand Theft Auto'' series, following 2008's ''Grand Theft Auto IV'', and ...
'' and ''
Rise of the Tomb Raider'' potentially supporting Mantle, but these reports were not confirmed.
Similar technologies
A set of recent OpenGL 4.4 features, coupled with bindless texturing as an extension, can also substantially reduce driver overhead. This approach, termed by the Khronos Group as "
AZDO" (Approaching Zero Driver Overhead) has been shown to achieve substantial performance improvements, approaching those stated for Mantle.
Nvidia
Nvidia CorporationOfficially written as NVIDIA and stylized in its logo as VIDIA with the lowercase "n" the same height as the uppercase "VIDIA"; formerly stylized as VIDIA with a large italicized lowercase "n" on products from the mid 1990s to ...
has extended OpenGL with a number of features that further reduce driver overhead.
After details about DirectX 12 were made public, AMD has stated that they fully intend to support DirectX 12, but at the same time they claimed that Mantle "will
tilldo some things faster." They have also claimed that due to similarities in the design philosophy of the two APIs, porting games from Mantle to DirectX 12 will be relatively straightforward, and easier than porting from DirectX 11 to 12.
Ultimately, AMD discontinued Mantle as a game API due to the similar aims DirectX 12 and glNext (later renamed Vulkan).
AMD donated the Mantle API to the Khronos group, which developed it into the Vulkan API.
Comments
Recording and FPS overlay software
PC gamers and professionals traditionally used programs such as
Fraps and
Bandicam to record gameplay, measure game FPS and display FPS overlay, but because Mantle is new, most traditional recording software does not work with new titles while using the new API.
In partnership with AMD, PC gaming community and game recording software maker
Raptr have overhauled their client and have since re-branded it as the ''AMD Gaming Evolved'' client in conjunction with AMD's Gaming Evolved initiative in the PC gaming space. Out of the partnership, players who install and use the client while in-game can earn points to spend on digital items like games or computer hardware, chat with friends, keep their game library optimized, check for graphics card driver updates, stream their games to
Twitch and record gameplay of their own with a built-in GVR, a feature similar to
Nvidia Shadowplay software in its own GeForce Experience software that allows users to define a custom buffer length in their game for retroactive game recording with the push of a button so no moment gets missed and users typically do not need expensive hard drive setups to record to. In late 2014, AMD updated the client to support the recording and streaming of titles using Mantle. As of its initial update into the client, the Gaming Evolved software was the only software to officially support the recording and streaming of Mantle enabled games.
Besides Raptr, D3DGear
was the only other commercial game recording software that supported Mantle API based games.
See also
*
Direct3D 12 – low-level API from Microsoft
*
Vulkan – low-overhead API from Khronos, developed from Mantle
*
Glide – another low-level API, by the now defunct 3dfx
*
GNM *Games 'n' Music
*Gaussian network model
*Gerakan Nelajan Marhaenis
*Germanisches Nationalmuseum
*GNM (API)
*German New Medicine (Germanische Neue Medizin) a pseudo scientific, anthroposophy based medical sham
*Global News Morning, A Canadian televi ...
– low-level API of the PlayStation 4
*
GNMX
The PlayStation 4 system software is the updatable firmware and operating system of the PlayStation 4. The operating system is Orbis OS, based on FreeBSD 9.
Technology System
The native operating system of the PlayStation 4 is Orbis OS, which ...
– high-level API of the PlayStation 4
*
Metal
A metal (from Greek μέταλλον ''métallon'', "mine, quarry, metal") is a material that, when freshly prepared, polished, or fractured, shows a lustrous appearance, and conducts electricity and heat relatively well. Metals are typi ...
– low-level API for Apple iOS and macOS
References
External links
Mantle Programming Guide and API Reference
{{AMD graphics
3D graphics APIs
AMD software
Application programming interfaces