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PostPosted: Thu Sep 26, 2013 1:16 pm 
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So it looks like they're putting an audio pipeline in their next gen of GPU's. Interesting.

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AMD (NYSE: AMD) today unveiled the AMD Radeon™ R9 290X, R9 290, R9 280X, R9 270X, R7 260X and R7 250 graphics cards, AMD’s first GPUs in a new era of gaming defined by UltraHD displays, renewed vigor in game engine development, and a new generation of gamers that expect a more immersive entertainment experience. AMD also introduced the world to Mantle and AMD TrueAudio technology, the latest innovations that redefine the GPU by enabling both gamers and game developers with unprecedented audio and performance enhancements for compatible games1,2.

“The AMD Radeon R9 and R7 Series graphics cards are new GPUs for a new era in gaming,” said Matt Skynner, corporate vice president and general manager, Graphics Business Unit, AMD. “This era is shaped by ultra-resolution gaming and an exciting new generation of highly-anticipated games like ‘Battlefield™ 4.’ But it’s also an era shaped in a very powerful way by our own Unified Gaming Strategy; we’ve teamed up with the world’s top game developers to establish a comprehensive portfolio of games that you can maximize to their full potential only with AMD Radeon™ graphics.”

Mantle and Graphics Core Next: Simplifying Cross-Platform Game Development
The award-winning Graphics Core Next (GCN) architecture in the AMD Radeon R9 and R7 Series graphics cards continues to serve as a driving force behind the Unified Gaming Strategy, AMD’s approach to providing a consistent gaming experience on the PC, in the living room or over the cloud — all powered by AMD Radeon graphics found in AMD graphics cards and accelerated processing units (APUs). The four pillars of the Unified Gaming Strategy — console, cloud, content and client — come together with the introduction of Mantle.

With Mantle, games like DICE’s “Battlefield 4” will be empowered with the ability to speak the native language of the Graphics Core Next architecture, presenting a deeper level of hardware optimization no other graphics card manufacturer can match. Mantle also assists game developers in bringing games to life on multiple platforms by leveraging the commonalities between GCN-powered PCs and consoles for a simple game development process.

With the introduction of Mantle, AMD solidifies its position as the leading provider of fast and efficient game development platforms. Mantle will be detailed further at the AMD Developer Summit, APU13, taking place Nov. 11-13 in San Jose, Calif.

AMD TrueAudio Technology: World’s First Programmable Audio Pipeline
AMD TrueAudio technology marks a new frontier in realism for PC gamers. AMD TrueAudio technology empowers game developers with a programmable audio pipeline on the GPU, inviting them to put their unique artistic fingerprint on in-game audio in the same way that the programmable graphics pipeline brought unfettered artistic vision to PC graphics. Enabled games can feature more realistic environmental dynamics, a richer tapestry of sound effects, breathtaking directional audio and more.

AMD TrueAudio technology enhances audio realism by simulating the human brain’s perception of real-world sound, working in concert with the user’s existing audio hardware to recreate a lifelike experience in upcoming games like “THIEF™” by Square Enix or “Lichdom” by Xaviant Games.

AMD Multi-Display Technology: Redesigned for Ultra-resolution Gaming
The arrival of the next-generation AMD Radeon graphics cards also marks a new chapter in AMD’s historic support for stunning display configurations. AMD Radeon R9 and R7 Series graphics cards are made for gaming on UltraHD (3840x2160) displays, including support for non-tiled 2160p60 displays with a future AMD Catalyst™ driver release. In addition, gamers more accustomed to AMD Eyefinity multi-display technology will be freed to use virtually any combination of display outputs when connecting matching monitors to the DVI or HDMI® outputs on their system.

AMD Radeon R9 and R7 Series graphics cards will be available for purchase in the near future.


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PostPosted: Thu Sep 26, 2013 2:08 pm 
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What's more interesting is that they're writing their own "open" API.

I put open into quotations because it doesn't really do anybody any good for it to be open, except AMD. While nVidia's free to adopt it, it's not really to their advantage to do so, since any new feature sets are at AMD's behest, so they'd be stuck in the same position they were in in the early part of the 2000's, where AMD was the de facto standard architecture for DirectX 9 by virtue of being first to market. Anybody who remembers the GeForce FX series can tell you how that shakes out.

The part that amuses me here, though, is that AMD has essentially decided it wants to be late 90's 3dFX and Turtle Beach all in one.

The latter decision is somewhat questionable to me. If gamers cared about sound, Turtle Beach wouldn't be defunct and Sound Blaster would still be relevant. Instead, Intel came out with a cheap, good-enough solution in AC'97 (and put the nail in the coffin with AudioHD) and Sound Blaster's been selling almost exclusively to low-end sound production hobbyists ever since.

On the other hand, Mantle has something Glide never did: a huge market segment to hold hostage for the next 5 years to make developers care enough about it to code a separate code path. If you want your engine to run on consoles, you're coding a Mantle code path, now.

The good news for nVidia is that they've got Valve on their side. Gabe Newell's crusade against Microsoft might deflect this move from AMD, turning a potentially bad situation for nVidia into the death knell for DirectX, instead. nVidia has two options: they can hastily write their own low-level API, or they can keep pushing and advocating OpenGL as they help Valve preach Linux for gaming.

Either option presents developers with similar scenarios:

1) They can code for Mantle and DirectX, resulting in grossly lopsided performance profiles based on brand (low level API on Windows vs. high level API on Windows; the high level's overhead causes performance to suffer). This is a great outcome for AMD but gamers and the developer lose out because it sacrifices the majority of the current PC market's performance to make AMD look good. This might happen if AMD throws money at a developer via their Gaming Evolved program.

2) The developer codes for Mantle and OpenGL, resulting in good performance on Mantle, good performance on nVidia Linux OpenGL platforms, and marginally better performance on nVidia Windows machines than DirectX. Here, AMD and Linux nVidia solutions are.. we'll go with comparable, since we don't have any benchmarking to fall back on. Essentially, it comes out to which set of overhead combinations is lower: low-level API + Windows or mid-level API + Linux. Either way, the big loser here is Microsoft.

3) If nVidia decides to produce their own low-level API, the developer can code for that and Mantle. See above, only the edge is more likely to go to nVidia on Linux in this situation, and if AMD manages to step their Linux driver support up several notches, it becomes a great arena for the two companies to really go head to head in an escalating innovation war.

Scenario 1 seems least likely. Newell's got some influence, even with competing publishers (who must be having the same fears and gripes with Microsoft, though they're in less of a position to voice them since they have to be politically neutral lest they rile the feathers of the owners of the X-Box One), and the crowdfunding movement has been a great soapbox for gamers to advocate platform neutrality in their PC games. Kickstarter is clearly the best thing to happen to Mac and Linux gaming since.. well, ever. That Valve has stepped up to carry the torch for Linux just makes this an even more inevitable loss for Microsoft when it comes to DirectX giving them influence and de facto platform preference.

Scenario 3 is possible, but I don't see it happening right away, if at all. AMD's been working on this for a while, clearly, and nVidia's going to need to match that time -- and woo partners to its side -- to make their own proprietary thing stick.

Fortunately, I see good competition coming out of Scenario 2, as well.

That said, this does really cement my dislike of AMD's business strategies lately. They look likely to keep them relevant and successful in the near- and mid-term, but I would really have rather seen them step up their OpenGL game and join in an open standard that is actually a collaborative effort rather than figure out clever ways to force their own proprietary **** down other's throats and look like the good guys in the process.

Oh, and on the audio front.. I've always been pretty unimpressed with "virtualized" positional audio. Those surround sound headsets? Bullshit, AFAIC -- the entire benefit of surround sound is that it positions stuff statically so I can pick up on cues when I shift my head. That doesn't work when that "static" position is strapped to my head. On the other hand, tracking positional information and then downmixing to stereo makes a lot of sense in an era where we're anticipating low-latency head tracking via things like Oculus Rift. Throw that stereo signal through the headset I'm wearing with my Rift, and suddenly I get per-ear dedicated channels with positional information virtualized based on where I'm looking. So that part's cool, has promise, and I hope to see other people pick up on that in a solution that doesn't lock me into one brand's offerings anti-competitively. But then claiming you can get elevation cues into my 7.1 setup? This is my skeptical face.

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PostPosted: Thu Sep 26, 2013 3:00 pm 
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I'm a lot more interested in how their actual graphics performance is than any sound features. The Radeon 6970 is coming up on 2 years since I bought it, and the fan is like a jet engine, so in another year to 2 years I want to think about upgrading it.

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