AMD APU Summit Live Stream November 13, 2013 Wednesday
1:15 pm 1:45 pm PST (4:15 pm - 4:45 pm EST)
Keynote, Johan Andersson,
Technical Director, Electronic Arts
BattleField 4 Developer
Rendering Battlefield 4 with Mantle
In this keynote, Johan will discuss how the Frostbite 3 game engine is using the low-level graphics API Mantle to deliver excellent performance in Battlefield 4 on PC and future games from Electronic Arts. He will go through the motivation for developing and using a lower level API and concrete details on how it fits into the architecture and rendering systems of Frostbite. Advanced optimization techniques and topics such as parallel dispatch, GPU memory management, async compute will be covered as well as sharing experiences of working with Mantle in general.
Mantle Unleashed: How Mantle Changes What Is Possible On The PC
GS-4145 Dan Baker, Tim Kip, Guennadi Riguer Oxide / AMD
Wed 5:00 pm 5:45 pm PST (8:00 pm - 8:45 pm EST)
Mantle solves a problem PC developers have struggled with for years, said Oxide co-founder Tim Kipp. Were closer to the graphics hardware than ever before, which lets us see dramatic increases in performance on Mantle-enabled systems. At the same time, the low cost of including Mantle support doesnt prevent us from developing Nitrous for all modern graphics hardware, which makes it attractive to us as businesspeople.
What makes Nitrous unique is its Simultaneous Work and Rendering Model (SWARM). Specifically, the engine renders calls automatically from whatever CPU core is most available. This allows for a vastly larger number of high-fidelity 3D objects to be rendered to the screen at the same time.
1:15 pm 1:45 pm PST (4:15 pm - 4:45 pm EST)
Keynote, Johan Andersson,
Technical Director, Electronic Arts
BattleField 4 Developer
Rendering Battlefield 4 with Mantle
In this keynote, Johan will discuss how the Frostbite 3 game engine is using the low-level graphics API Mantle to deliver excellent performance in Battlefield 4 on PC and future games from Electronic Arts. He will go through the motivation for developing and using a lower level API and concrete details on how it fits into the architecture and rendering systems of Frostbite. Advanced optimization techniques and topics such as parallel dispatch, GPU memory management, async compute will be covered as well as sharing experiences of working with Mantle in general.
Mantle Unleashed: How Mantle Changes What Is Possible On The PC
GS-4145 Dan Baker, Tim Kip, Guennadi Riguer Oxide / AMD
Wed 5:00 pm 5:45 pm PST (8:00 pm - 8:45 pm EST)
Mantle solves a problem PC developers have struggled with for years, said Oxide co-founder Tim Kipp. Were closer to the graphics hardware than ever before, which lets us see dramatic increases in performance on Mantle-enabled systems. At the same time, the low cost of including Mantle support doesnt prevent us from developing Nitrous for all modern graphics hardware, which makes it attractive to us as businesspeople.
What makes Nitrous unique is its Simultaneous Work and Rendering Model (SWARM). Specifically, the engine renders calls automatically from whatever CPU core is most available. This allows for a vastly larger number of high-fidelity 3D objects to be rendered to the screen at the same time.