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MANTLE	
  UNLEASEHED:	
  
HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME	
  
DAN	
  BAKER	
  –	
  PARTNER,	
  OXIDE	
  GAMES	
  
TIM	
  KIPP	
  –	
  PARTNER,	
  OXIDE	
  GAMES	
  	
  
About	
  Oxide	
  Games	
  

•  New	
  Studio	
  founded	
  from	
  team	
  with	
  decades	
  of	
  
experience	
  in	
  strategy	
  games	
  
•  Games	
  include	
  :	
  Sid	
  Meier’s	
  CivilizaXon	
  V,	
  
Command	
  &	
  Conquer	
  Kane’s	
  Wrath,	
  Lord	
  of	
  the	
  
Rings:	
  Rise	
  of	
  The	
  Witch	
  King	
  and	
  many	
  more*	
  
•  Commied	
  to	
  PC	
  gaming	
  –	
  Oxide	
  believes	
  the	
  best	
  
is	
  yet	
  to	
  come	
  for	
  PC	
  strategy	
  
•  www.oxidegames.com	
  	
  
	
  

2	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Why	
  Nitrous?	
  
•  Strategy	
  games	
  have	
  unique	
  demands	
  	
  
•  Landscape	
  has	
  changed,	
  64	
  bit,	
  8	
  CPU	
  cores	
  now	
  common,	
  GPUs	
  have	
  
terraflops	
  of	
  power	
  
•  But…	
  difficult	
  to	
  use	
  all	
  this	
  power	
  
•  Engineering	
  difficulXes	
  involved	
  in	
  fully	
  uXlizing	
  modern	
  PC	
  system	
  are	
  
daunXng	
  
•  LimiXng	
  factor:	
  Strategy	
  games	
  all	
  about	
  the	
  number	
  of	
  units	
  	
  
	
  

3	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Nitrous	
  Rendering	
  
• 
• 
• 
• 
• 

Next	
  gen	
  engine:	
  Built	
  more	
  like	
  a	
  film	
  renderer	
  
Shading	
  decoupled	
  from	
  rasterizaXon	
  
Color	
  values	
  all	
  HDR	
  
Tone	
  mapping	
  curve	
  stolen	
  from	
  the	
  movie	
  industry	
  
Bloom,	
  moXon	
  blur,	
  lens	
  effects	
  are	
  all	
  emergent	
  properXes	
  of	
  the	
  
camera	
  simulaXon,	
  rather	
  than	
  effects	
  

4	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
SWARM	
  
• 
• 
• 
• 
• 

Simultaneous	
  
Work	
  
And	
  
Rendering	
  
Model	
  

Fancy	
  Acronym,	
  what	
  is	
  it	
  really	
  about?	
  

5	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
SWARM	
  –	
  What	
  is	
  it?	
  	
  
Task	
  based	
  applicaXon	
  model	
  	
  
Based	
  on	
  years	
  of	
  mulX-­‐core	
  experience	
  	
  
Designed	
  to	
  handle	
  large	
  complex	
  applicaXons/sims.	
  
CombinaXon	
  of	
  independent	
  systems	
  (physics,	
  AI,	
  AnimaXon,	
  Graphics,	
  
etc)	
  
•  Scalable,	
  >	
  10k	
  tasks	
  per	
  frame	
  with	
  minimal	
  performance	
  implicaXons,	
  
and	
  eager	
  for	
  more	
  cores	
  
• 
• 
• 
• 

6	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
SWARM	
  –	
  Goals	
  	
  
Push	
  the	
  boundaries	
  of	
  games:	
  Go	
  where	
  no	
  one	
  has	
  gone	
  before	
  
Use	
  as	
  many	
  cores	
  as	
  users	
  have:	
  4	
  Cores	
  is	
  standard	
  
Plan	
  for	
  future:	
  	
  >	
  8	
  cores.	
  	
  	
  
Remove	
  serial	
  threads,	
  e.g.	
  funcXonal	
  threading:	
  All	
  components	
  
should	
  scale	
  across	
  cores	
  	
  	
  
•  Fully	
  uXlize	
  the	
  GPU:	
  Co-­‐operaXve	
  task	
  scheduling/work	
  sharing	
  for	
  
CPU	
  and	
  GPU	
  
• 
• 
• 
• 

7	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
BoFlenecks	
  
•  GPUs	
  are	
  fast	
  –	
  if	
  we	
  can	
  keep	
  them	
  fed	
  
•  PCs	
  have	
  many	
  CPU	
  cores	
  +	
  a	
  tons	
  of	
  RAM.	
  	
  How	
  can	
  we	
  uXlize	
  all	
  this	
  
power?	
  
•  All	
  segments	
  of	
  the	
  engine	
  need	
  to	
  be	
  dealt	
  with	
  
• 
• 
• 

Physics	
  
AI	
  
Scene	
  management	
  

• 

Gameplay	
  

•  SSE,	
  cache	
  ,	
  memory	
  management	
  all	
  criXcal	
  to	
  geqng	
  performance	
  
•  Nitrous	
  manages	
  all	
  of	
  these	
  things	
  well	
  so	
  that	
  we	
  can	
  handle	
  scenes	
  
with	
  10,000+	
  units	
  at	
  up	
  to	
  60fps	
  
8	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
A	
  frame	
  without	
  Mantle	
  
Nitrous	
  

Unused	
  CPU	
  Time	
  
Driver	
  CPU	
  

• 
• 
• 
• 

…	
  

Unused	
  CPU	
  Time	
  
Driver	
  CPU	
  

4	
  Core	
  8	
  Thread	
  CPU	
  
~10k	
  units,	
  ~50k	
  batches	
  
>	
  ~99ms	
  CPU	
  execuXon	
  +	
  0ms	
  GPU	
  =	
  >	
  ~99ms	
  frame	
  Xme.	
  
6	
  AddiXonal	
  Driver	
  Threads,	
  3	
  AcXve	
  

9	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
A	
  frame	
  without	
  Mantle	
  
Nitrous	
  

Unused	
  CPU	
  Time	
  
Driver	
  CPU	
  

• 
• 
• 
• 
• 

…	
  

Unused	
  CPU	
  Time	
  
Driver	
  CPU	
  

Deferred	
  Contexts	
  –	
  SXll	
  lots	
  of	
  (unusable)	
  green!	
  
4	
  Core	
  8	
  Thread	
  CPU	
  
~10k	
  units,	
  ~50k	
  batches	
  
>	
  ~99ms	
  CPU	
  execuXon	
  +	
  0ms	
  GPU	
  =	
  >	
  ~99ms	
  a	
  frame.	
  
6	
  AddiXonal	
  Driver	
  Threads,	
  5	
  AcXve	
  

10	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Hard	
  to	
  opMmize	
  for	
  driver	
  
•  A	
  big	
  black	
  box,	
  not	
  clear	
  what	
  causes	
  overhead	
  
•  Trial	
  and	
  error	
  
•  Driver	
  threads	
  conflict	
  with	
  our	
  threads	
  	
  
•  SoluXons:	
  
•  Organize	
  art	
  assets	
  to	
  minimize	
  state	
  changes	
  
•  Move	
  camera	
  in	
  closer	
  
•  Decrease	
  the	
  number	
  of	
  possible	
  units	
  
•  Back	
  off	
  on	
  number	
  of	
  threads	
  we	
  use	
  
•  For	
  a	
  strategy	
  game,	
  difficult	
  to	
  get	
  GPU	
  limited	
  
11	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

Engine	
  
What	
  is	
  a	
  batch?	
  
•  Individual	
  command	
  sent	
  to	
  the	
  GPU	
  	
  
•  Models	
  
•  Effects	
  
•  ParXcles	
  
•  GPU	
  Compute	
  
•  Analogous	
  to	
  a	
  funcXon	
  call	
  
•  10s	
  of	
  millions	
  per	
  frame	
  on	
  CPU,	
  but	
  can	
  do	
  comparaXvely	
  few	
  on	
  
GPU	
  	
  

12	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
“You	
  know	
  it’s	
  bad	
  when…”	
  
•  OpXmizaXon	
  for	
  driver	
  passes	
  all	
  the	
  way	
  through	
  to	
  producXon	
  arXsts	
  
•  ArXsts	
  pack	
  things	
  into	
  same	
  textures,	
  even	
  when	
  not	
  really	
  
appropriate	
  
•  ArXsts	
  opXmize	
  batch	
  count	
  
•  Designers	
  have	
  to	
  restrict	
  design	
  purely	
  because	
  of	
  batch	
  count	
  issues	
  
“Hey,	
  do	
  you	
  think	
  we	
  have	
  20	
  armies,	
  each	
  with	
  100	
  units?	
  Oh,	
  and	
  4	
  
facXons.	
  Oh,	
  and	
  shadows.	
  Oh,	
  and	
  reflecXons	
  in	
  the	
  water.”	
  
“I’d	
  really	
  like	
  to	
  be	
  able	
  to	
  zoom	
  out	
  further.	
  Yeah,	
  seeing	
  the	
  enXre	
  
map	
  at	
  once	
  would	
  be	
  great!”	
  
13	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Lots	
  of	
  suggesMons	
  
• 

• 

• 
• 

Bindless	
  textures	
  
•  Makes	
  textures	
  global,	
  shader	
  logic	
  more	
  complex,	
  management	
  more	
  complex	
  
(and	
  textures	
  already	
  typically	
  grouped	
  by	
  arXsts)	
  
Geometry	
  Instancing	
  
•  OpXmizes	
  the	
  fastest	
  type	
  of	
  call,	
  serializes	
  engine	
  and	
  increases	
  costs	
  on	
  
development	
  	
  
Object	
  packing	
  
Deferred	
  Contexts	
  –	
  failure.	
  Minimal	
  measurable	
  gains	
  

Just	
  Band-­‐Aids	
  
14	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Hurts	
  the	
  game	
  
•  Why	
  should	
  we	
  ask	
  game	
  designer	
  to	
  limit	
  the	
  user	
  experience	
  for	
  
avoidable	
  problems?	
  
•  Cost	
  us	
  money	
  just	
  to	
  iterate	
  on	
  ideas	
  
•  What	
  cool	
  games	
  are	
  we	
  missing	
  out	
  on?	
  Epic	
  Space	
  Bales?	
  
Massive	
  Medieval	
  Warfare?	
  Huge,	
  sprawling	
  ciXes?	
  	
  
•  Batch	
  performance	
  is	
  now	
  a	
  crisis	
  level	
  situaXon	
  

15	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Why	
  has	
  this	
  happened?	
  
6000	
  

17000	
  

5000	
  

GFLOPS	
  

15000	
  
4000	
  

13000	
  
11000	
  

3000	
  

9000	
  
2000	
  

7000	
  
5000	
  

1000	
  
3000	
  
0	
  

1000	
  
2002	
  

2003	
  

2004	
  

2005	
  

2006	
  

2007	
  

GPU	
  Performance	
  

16	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

2008	
  

2009	
  

2010	
  

Batch	
  Performance	
  

2011	
  

2012	
  

HypotheXcal	
  

2013	
  

BatchesFrame	
  

19000	
  

MulX	
  Core	
  CPUs	
  
become	
  common	
  
 Causes	
  of	
  driver	
  overhead?	
  
•  Oxide	
  has	
  spent	
  a	
  good	
  deal	
  of	
  Xme	
  analyzing	
  driver	
  overhead:	
  
•  Mismatch	
  of	
  API	
  to	
  hardware	
  capabiliXes	
  
•  Lack	
  of	
  ability	
  for	
  app	
  to	
  manage	
  GPU	
  memory	
  in	
  any	
  meaningful	
  
way	
  
•  Requirement	
  for	
  driver	
  to	
  track	
  and	
  deal	
  with	
  hazards	
  
•  Driver	
  and	
  API	
  to	
  have	
  serial	
  points,	
  limits	
  scalability	
  across	
  cores	
  

•  Mile	
  high	
  view:	
  APIs	
  have	
  not	
  evolved	
  with	
  
hardware	
  
17	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Is	
  there	
  a	
  soluMon?	
  
Overhead	
  much	
  lower	
  on	
  consoles	
  
But…	
  at	
  the	
  expense	
  for	
  devs	
  to	
  manage	
  more	
  ourselves	
  
PotenXal	
  to	
  lose	
  abstracXon	
  over	
  hardware	
  
What	
  if…	
  could	
  abstract	
  hardware	
  but	
  sXll	
  provide	
  console	
  like	
  
performance?	
  
•  Developers	
  have	
  been	
  asking	
  for	
  lower	
  level	
  soluXon	
  for	
  years	
  
• 
• 
• 
• 

18	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Now	
  is	
  the	
  Mme	
  
•  GPU	
  architectures	
  are	
  becoming	
  more	
  stable,	
  less	
  radical	
  from	
  
version	
  to	
  version	
  
•  Data	
  types	
  are	
  standardized,	
  GPU	
  and	
  CPU	
  share	
  many	
  data	
  formats	
  
•  Long	
  term	
  trend,	
  GPU/CPU	
  converge	
  
•  GPU	
  is	
  a	
  general	
  compuXng	
  device,	
  limited	
  mostly	
  by	
  performance	
  
•  Unified	
  Memory	
  is	
  coming…	
  
•  If	
  not	
  now,	
  when?	
  

19	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Enter	
  Mantle	
  
•  Build	
  on	
  the	
  concept:	
  Less	
  is	
  more	
  
•  Puts	
  trust	
  in	
  developers	
  –	
  a	
  contract	
  between	
  the	
  app	
  and	
  the	
  
driver,	
  app	
  doesn’t	
  do	
  ‘bad’	
  things,	
  driver	
  can	
  be	
  faster	
  
•  Hardware	
  sXll	
  abstracted,	
  but	
  memory,	
  command	
  hazards	
  are	
  not	
  
•  However,	
  Nitrous	
  already	
  handles	
  these	
  issues	
  
•  All	
  high	
  performance	
  engines	
  need	
  to	
  
•  All	
  console	
  engines	
  need	
  to	
  
•  Driver	
  handling	
  these	
  just	
  causes	
  slow	
  down	
  and	
  decreased	
  
reliability	
  	
  
20	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Anatomy	
  of	
  a	
  modern	
  API	
  

21	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

Compute	
  

Shader	
  

Compute	
  

Shader	
  

Command	
  Queue	
  

Shader	
  

•  GPUs	
  are	
  processors	
  that	
  run	
  
programs	
  (shaders),	
  each	
  has	
  an	
  
input,	
  and	
  an	
  output	
  
•  API	
  need	
  do	
  no	
  more	
  than	
  
provide	
  a	
  way	
  of	
  execuXng	
  
shader	
  programs	
  
•  No	
  implicit	
  CPU	
  cost,	
  hidden	
  
threads,	
  hidden	
  perf	
  
implicaXons	
  	
  
SupporMng	
  Mantle:	
  
What	
  it	
  took	
  to	
  get	
  Nitrous	
  running	
  on	
  Mantle?	
  
• 
• 

• 
• 

For	
  a	
  modern	
  Engine,	
  Mantle	
  not	
  difficult	
  or	
  expensive	
  to	
  support	
  
Approximately	
  2	
  man	
  months	
  of	
  work	
  to	
  support	
  Mantle	
  
•  On	
  an	
  pre-­‐alpha	
  version	
  of	
  Mantle,	
  with	
  minimal	
  sample	
  code	
  	
  
•  Nitrous	
  uses	
  everything,	
  UAVs,	
  atomic	
  instrucXons,	
  compute	
  shaders,	
  GPU	
  
generate	
  commands	
  etc	
  
Only	
  minor	
  changes	
  to	
  the	
  Engine	
  
Mantle	
  not	
  significantly	
  more	
  code:	
  
•  Mantle	
  ‘driver’:	
  about	
  4500	
  lines	
  of	
  code	
  
•  Non	
  Mantle:	
  about	
  3500	
  lines	
  of	
  code	
  

22	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
SupporMng	
  Mantle:	
  
What	
  it	
  means	
  for	
  Oxide	
  	
  
• 
• 
• 
• 
• 

High	
  batch	
  performance	
  decreases	
  cost	
  
Enables	
  new	
  types	
  of	
  games,	
  perhaps	
  new	
  genres	
  
New	
  rendering	
  and	
  gameplay	
  techniques	
  
Less	
  Xme	
  spent	
  on	
  stability,	
  opXmizaXons	
  
Huge	
  performance	
  gains	
  even	
  without	
  using	
  Mantle	
  specific	
  features	
  
•  It’s	
  just…	
  faster….	
  	
  

23	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Business	
  case:	
  
• 
• 
• 
• 
• 

Inexpensive	
  to	
  support	
  
Changes	
  made	
  to	
  support	
  Mantle	
  typically	
  helps	
  other	
  APIs	
  
The	
  bulk	
  of	
  cost	
  is	
  fixed.	
  Port	
  once,	
  use	
  for	
  years	
  
Huge	
  benefits	
  to	
  a	
  large	
  percentage	
  of	
  our	
  customers	
  	
  
Helps	
  push	
  the	
  industry	
  forward	
  

24	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
SupporMng	
  Mantle:	
  
What	
  it	
  means	
  for	
  consumers	
  
•  More	
  responsive	
  app	
  
•  New	
  effects,	
  realism	
  
•  Allows	
  Nitrous	
  to	
  add	
  features	
  such	
  as	
  Film	
  Quality	
  MoXon	
  Blur	
  
•  Unlocks	
  high	
  end	
  GPUs	
  
•  Blazing	
  fast	
  CPU	
  not	
  necessary,	
  a	
  mid-­‐range	
  CPU	
  will	
  be	
  sufficiently	
  fast	
  to	
  
drive	
  the	
  best	
  GPU	
  
•  More	
  CPU	
  cores	
  =	
  clearly	
  beer.	
  Not	
  limited	
  by	
  the	
  speed	
  of	
  1	
  core	
  
25	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Enough	
  talk,	
  show	
  &	
  tell:	
  
•  StarSwarm:	
  Pre-­‐Alpha	
  Nitrous	
  Engine	
  Demo	
  
•  Based	
  on	
  our	
  internal	
  engine	
  test,	
  
•  Only	
  a	
  few	
  months	
  of	
  art	
  assets	
  and	
  a	
  lile	
  spit	
  shine	
  polish	
  (excuse	
  
our	
  mess)	
  
•  Demonstrates	
  what	
  a	
  100k	
  batch	
  game	
  might	
  look	
  like:	
  
•  Not	
  a	
  precanned	
  demo,	
  a	
  game	
  with	
  2	
  AI	
  opponents,	
  	
  representaXve	
  
of	
  Nitrous	
  running	
  a	
  game	
  
•  Plan	
  to	
  publically	
  release	
  in	
  Q1,	
  2014	
  
•  Content	
  is	
  modifiable,	
  so	
  public	
  can	
  experiment	
  for	
  themselves	
  	
  	
  
26	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Review:	
  Before	
  Mantle	
  
Nitrous	
  

Unused	
  CPU	
  Time	
  
Driver	
  CPU	
  

27	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

…	
  

Unused	
  CPU	
  Time	
  
Driver	
  CPU	
  
A	
  frame	
  with	
  Mantle	
  
Nitrous	
  

• 
• 
• 
• 
• 

Mantle	
  

Unused	
  CPU	
  Time	
  

4	
  Core	
  8	
  Thread	
  CPU	
  
~10k	
  units,	
  ~50k	
  batches	
  
~18ms	
  CPU	
  execuXon	
  +	
  ~15ms	
  waiXng	
  for	
  GPU	
  =	
  ~33ms	
  a	
  frame.	
  
No	
  Driver	
  thread	
  at	
  ALL!	
  
Lots	
  of	
  clear	
  green!	
  

28	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Mantle:	
  12	
  threads	
  
Nitrous	
  

Mantle	
  

Unused	
  CPU	
  Time	
  

•  6	
  Core	
  12	
  Thread	
  CPU	
  
•  ~10k	
  units,	
  ~80k	
  batches	
  
•  ~18ms	
  CPU	
  execuXon	
  +	
  ~15ms	
  waiXng	
  for	
  GPU	
  =	
  ~33ms	
  a	
  frame.	
  

29	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Results	
  
•  API	
  overhead	
  is	
  reduced	
  by	
  at	
  least	
  10x	
  
•  Mantle	
  scales	
  much	
  beer	
  on	
  CPU	
  cores	
  –	
  so	
  true	
  performance	
  is	
  much	
  
higher	
  than	
  10x	
  when	
  measuring	
  total	
  Xme	
  spent	
  in	
  driver	
  
•  At	
  an	
  applicaXon	
  level,	
  StarSwarm	
  is	
  3	
  Xmes	
  faster	
  in	
  some	
  cases	
  
•  Completely	
  changes	
  the	
  landscape	
  for	
  mulX-­‐core	
  
•  CPU	
  benchmarks	
  indicate	
  that	
  AMD	
  8350	
  is	
  comparable	
  to	
  a	
  Core	
  I7	
  
4770k	
  for	
  performance.	
  Work	
  can	
  now	
  scale	
  across	
  more	
  cores	
  
•  On	
  a	
  RX290,	
  SXll	
  GPU	
  bound	
  even	
  when	
  8350fx	
  is	
  underclocked	
  to	
  2	
  ghz	
  
	
  
30	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Point	
  of	
  no	
  Return	
  
•  Mantle	
  Proves	
  “It	
  can	
  be	
  done”	
  
•  100k+	
  batches	
  is	
  a	
  reality,	
  with	
  CPU	
  room	
  to	
  spare	
  
•  Just	
  the	
  beginning:	
  Only	
  basic	
  opXmizaXons:	
  Mantle,	
  
Nitrous	
  conXnue	
  to	
  improve	
  
•  2015:	
  300k	
  batches	
  
•  2018:	
  1	
  million	
  batches	
  
•  GPUs	
  and	
  CPUs	
  start	
  to	
  call	
  code	
  on	
  one	
  another	
  
•  GPU	
  used	
  as	
  a	
  co-­‐processor	
  even	
  in	
  non	
  mulX-­‐media	
  
apps	
  	
  
31	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Acknowledgements	
  
AMD	
  Mantle	
  Team	
  
Ironclad	
  Games	
  
Stardock	
  	
  
	
  

32	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
DISCLAIMER	
  &	
  ATTRIBUTION	
  

The	
  informaXon	
  presented	
  in	
  this	
  document	
  is	
  for	
  informaXonal	
  purposes	
  only	
  and	
  may	
  contain	
  technical	
  inaccuracies,	
  omissions	
  and	
  typographical	
  errors.	
  
	
  
Oxide	
  InteracXve	
  MAKES	
  NO	
  REPRESENTATIONS	
  OR	
  WARRANTIES	
  WITH	
  RESPECT	
  TO	
  THE	
  CONTENTS	
  HEREOF	
  AND	
  ASSUMES	
  NO	
  RESPONSIBILITY	
  FOR	
  ANY	
  
INACCURACIES,	
  ERRORS	
  OR	
  OMISSIONS	
  THAT	
  MAY	
  APPEAR	
  IN	
  THIS	
  INFORMATION.	
  
	
  
Oxide	
  InteracXve	
  SPECIFICALLY	
  DISCLAIMS	
  ANY	
  IMPLIED	
  WARRANTIES	
  OF	
  MERCHANTABILITY	
  OR	
  FITNESS	
  FOR	
  ANY	
  PARTICULAR	
  PURPOSE.	
  IN	
  NO	
  EVENT	
  
WILL	
  AMD	
  BE	
  LIABLE	
  TO	
  ANY	
  PERSON	
  FOR	
  ANY	
  DIRECT,	
  INDIRECT,	
  SPECIAL	
  OR	
  OTHER	
  CONSEQUENTIAL	
  DAMAGES	
  ARISING	
  FROM	
  THE	
  USE	
  OF	
  ANY	
  
INFORMATION	
  CONTAINED	
  HEREIN,	
  EVEN	
  IF	
  AMD	
  IS	
  EXPRESSLY	
  ADVISED	
  OF	
  THE	
  POSSIBILITY	
  OF	
  SUCH	
  DAMAGES.	
  
	
  
ATTRIBUTION	
  
Other	
  names	
  are	
  for	
  informaXonal	
  purposes	
  only	
  and	
  may	
  be	
  trademarks	
  of	
  their	
  respecXve	
  owners.	
  
33	
   |	
  	
  	
  MANTLE	
  	
  UNLEASHED:	
  HOW	
  MANTLE	
  CHANGES	
  THE	
  GAME|	
  	
  	
  NOVEMBER	
  19,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

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Mantle Unleashes Oxide Games Engine

  • 1. MANTLE  UNLEASEHED:   HOW  MANTLE  CHANGES  THE  GAME   DAN  BAKER  –  PARTNER,  OXIDE  GAMES   TIM  KIPP  –  PARTNER,  OXIDE  GAMES    
  • 2. About  Oxide  Games   •  New  Studio  founded  from  team  with  decades  of   experience  in  strategy  games   •  Games  include  :  Sid  Meier’s  CivilizaXon  V,   Command  &  Conquer  Kane’s  Wrath,  Lord  of  the   Rings:  Rise  of  The  Witch  King  and  many  more*   •  Commied  to  PC  gaming  –  Oxide  believes  the  best   is  yet  to  come  for  PC  strategy   •  www.oxidegames.com       2   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 3. Why  Nitrous?   •  Strategy  games  have  unique  demands     •  Landscape  has  changed,  64  bit,  8  CPU  cores  now  common,  GPUs  have   terraflops  of  power   •  But…  difficult  to  use  all  this  power   •  Engineering  difficulXes  involved  in  fully  uXlizing  modern  PC  system  are   daunXng   •  LimiXng  factor:  Strategy  games  all  about  the  number  of  units       3   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 4. Nitrous  Rendering   •  •  •  •  •  Next  gen  engine:  Built  more  like  a  film  renderer   Shading  decoupled  from  rasterizaXon   Color  values  all  HDR   Tone  mapping  curve  stolen  from  the  movie  industry   Bloom,  moXon  blur,  lens  effects  are  all  emergent  properXes  of  the   camera  simulaXon,  rather  than  effects   4   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 5. SWARM   •  •  •  •  •  Simultaneous   Work   And   Rendering   Model   Fancy  Acronym,  what  is  it  really  about?   5   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 6. SWARM  –  What  is  it?     Task  based  applicaXon  model     Based  on  years  of  mulX-­‐core  experience     Designed  to  handle  large  complex  applicaXons/sims.   CombinaXon  of  independent  systems  (physics,  AI,  AnimaXon,  Graphics,   etc)   •  Scalable,  >  10k  tasks  per  frame  with  minimal  performance  implicaXons,   and  eager  for  more  cores   •  •  •  •  6   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 7. SWARM  –  Goals     Push  the  boundaries  of  games:  Go  where  no  one  has  gone  before   Use  as  many  cores  as  users  have:  4  Cores  is  standard   Plan  for  future:    >  8  cores.       Remove  serial  threads,  e.g.  funcXonal  threading:  All  components   should  scale  across  cores       •  Fully  uXlize  the  GPU:  Co-­‐operaXve  task  scheduling/work  sharing  for   CPU  and  GPU   •  •  •  •  7   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 8. BoFlenecks   •  GPUs  are  fast  –  if  we  can  keep  them  fed   •  PCs  have  many  CPU  cores  +  a  tons  of  RAM.    How  can  we  uXlize  all  this   power?   •  All  segments  of  the  engine  need  to  be  dealt  with   •  •  •  Physics   AI   Scene  management   •  Gameplay   •  SSE,  cache  ,  memory  management  all  criXcal  to  geqng  performance   •  Nitrous  manages  all  of  these  things  well  so  that  we  can  handle  scenes   with  10,000+  units  at  up  to  60fps   8   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 9. A  frame  without  Mantle   Nitrous   Unused  CPU  Time   Driver  CPU   •  •  •  •  …   Unused  CPU  Time   Driver  CPU   4  Core  8  Thread  CPU   ~10k  units,  ~50k  batches   >  ~99ms  CPU  execuXon  +  0ms  GPU  =  >  ~99ms  frame  Xme.   6  AddiXonal  Driver  Threads,  3  AcXve   9   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 10. A  frame  without  Mantle   Nitrous   Unused  CPU  Time   Driver  CPU   •  •  •  •  •  …   Unused  CPU  Time   Driver  CPU   Deferred  Contexts  –  SXll  lots  of  (unusable)  green!   4  Core  8  Thread  CPU   ~10k  units,  ~50k  batches   >  ~99ms  CPU  execuXon  +  0ms  GPU  =  >  ~99ms  a  frame.   6  AddiXonal  Driver  Threads,  5  AcXve   10   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 11. Hard  to  opMmize  for  driver   •  A  big  black  box,  not  clear  what  causes  overhead   •  Trial  and  error   •  Driver  threads  conflict  with  our  threads     •  SoluXons:   •  Organize  art  assets  to  minimize  state  changes   •  Move  camera  in  closer   •  Decrease  the  number  of  possible  units   •  Back  off  on  number  of  threads  we  use   •  For  a  strategy  game,  difficult  to  get  GPU  limited   11   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL   Engine  
  • 12. What  is  a  batch?   •  Individual  command  sent  to  the  GPU     •  Models   •  Effects   •  ParXcles   •  GPU  Compute   •  Analogous  to  a  funcXon  call   •  10s  of  millions  per  frame  on  CPU,  but  can  do  comparaXvely  few  on   GPU     12   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 13. “You  know  it’s  bad  when…”   •  OpXmizaXon  for  driver  passes  all  the  way  through  to  producXon  arXsts   •  ArXsts  pack  things  into  same  textures,  even  when  not  really   appropriate   •  ArXsts  opXmize  batch  count   •  Designers  have  to  restrict  design  purely  because  of  batch  count  issues   “Hey,  do  you  think  we  have  20  armies,  each  with  100  units?  Oh,  and  4   facXons.  Oh,  and  shadows.  Oh,  and  reflecXons  in  the  water.”   “I’d  really  like  to  be  able  to  zoom  out  further.  Yeah,  seeing  the  enXre   map  at  once  would  be  great!”   13   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 14. Lots  of  suggesMons   •  •  •  •  Bindless  textures   •  Makes  textures  global,  shader  logic  more  complex,  management  more  complex   (and  textures  already  typically  grouped  by  arXsts)   Geometry  Instancing   •  OpXmizes  the  fastest  type  of  call,  serializes  engine  and  increases  costs  on   development     Object  packing   Deferred  Contexts  –  failure.  Minimal  measurable  gains   Just  Band-­‐Aids   14   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 15. Hurts  the  game   •  Why  should  we  ask  game  designer  to  limit  the  user  experience  for   avoidable  problems?   •  Cost  us  money  just  to  iterate  on  ideas   •  What  cool  games  are  we  missing  out  on?  Epic  Space  Bales?   Massive  Medieval  Warfare?  Huge,  sprawling  ciXes?     •  Batch  performance  is  now  a  crisis  level  situaXon   15   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 16. Why  has  this  happened?   6000   17000   5000   GFLOPS   15000   4000   13000   11000   3000   9000   2000   7000   5000   1000   3000   0   1000   2002   2003   2004   2005   2006   2007   GPU  Performance   16   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL   2008   2009   2010   Batch  Performance   2011   2012   HypotheXcal   2013   BatchesFrame   19000   MulX  Core  CPUs   become  common  
  • 17.  Causes  of  driver  overhead?   •  Oxide  has  spent  a  good  deal  of  Xme  analyzing  driver  overhead:   •  Mismatch  of  API  to  hardware  capabiliXes   •  Lack  of  ability  for  app  to  manage  GPU  memory  in  any  meaningful   way   •  Requirement  for  driver  to  track  and  deal  with  hazards   •  Driver  and  API  to  have  serial  points,  limits  scalability  across  cores   •  Mile  high  view:  APIs  have  not  evolved  with   hardware   17   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 18. Is  there  a  soluMon?   Overhead  much  lower  on  consoles   But…  at  the  expense  for  devs  to  manage  more  ourselves   PotenXal  to  lose  abstracXon  over  hardware   What  if…  could  abstract  hardware  but  sXll  provide  console  like   performance?   •  Developers  have  been  asking  for  lower  level  soluXon  for  years   •  •  •  •  18   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 19. Now  is  the  Mme   •  GPU  architectures  are  becoming  more  stable,  less  radical  from   version  to  version   •  Data  types  are  standardized,  GPU  and  CPU  share  many  data  formats   •  Long  term  trend,  GPU/CPU  converge   •  GPU  is  a  general  compuXng  device,  limited  mostly  by  performance   •  Unified  Memory  is  coming…   •  If  not  now,  when?   19   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 20. Enter  Mantle   •  Build  on  the  concept:  Less  is  more   •  Puts  trust  in  developers  –  a  contract  between  the  app  and  the   driver,  app  doesn’t  do  ‘bad’  things,  driver  can  be  faster   •  Hardware  sXll  abstracted,  but  memory,  command  hazards  are  not   •  However,  Nitrous  already  handles  these  issues   •  All  high  performance  engines  need  to   •  All  console  engines  need  to   •  Driver  handling  these  just  causes  slow  down  and  decreased   reliability     20   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 21. Anatomy  of  a  modern  API   21   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL   Compute   Shader   Compute   Shader   Command  Queue   Shader   •  GPUs  are  processors  that  run   programs  (shaders),  each  has  an   input,  and  an  output   •  API  need  do  no  more  than   provide  a  way  of  execuXng   shader  programs   •  No  implicit  CPU  cost,  hidden   threads,  hidden  perf   implicaXons    
  • 22. SupporMng  Mantle:   What  it  took  to  get  Nitrous  running  on  Mantle?   •  •  •  •  For  a  modern  Engine,  Mantle  not  difficult  or  expensive  to  support   Approximately  2  man  months  of  work  to  support  Mantle   •  On  an  pre-­‐alpha  version  of  Mantle,  with  minimal  sample  code     •  Nitrous  uses  everything,  UAVs,  atomic  instrucXons,  compute  shaders,  GPU   generate  commands  etc   Only  minor  changes  to  the  Engine   Mantle  not  significantly  more  code:   •  Mantle  ‘driver’:  about  4500  lines  of  code   •  Non  Mantle:  about  3500  lines  of  code   22   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 23. SupporMng  Mantle:   What  it  means  for  Oxide     •  •  •  •  •  High  batch  performance  decreases  cost   Enables  new  types  of  games,  perhaps  new  genres   New  rendering  and  gameplay  techniques   Less  Xme  spent  on  stability,  opXmizaXons   Huge  performance  gains  even  without  using  Mantle  specific  features   •  It’s  just…  faster….     23   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 24. Business  case:   •  •  •  •  •  Inexpensive  to  support   Changes  made  to  support  Mantle  typically  helps  other  APIs   The  bulk  of  cost  is  fixed.  Port  once,  use  for  years   Huge  benefits  to  a  large  percentage  of  our  customers     Helps  push  the  industry  forward   24   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 25. SupporMng  Mantle:   What  it  means  for  consumers   •  More  responsive  app   •  New  effects,  realism   •  Allows  Nitrous  to  add  features  such  as  Film  Quality  MoXon  Blur   •  Unlocks  high  end  GPUs   •  Blazing  fast  CPU  not  necessary,  a  mid-­‐range  CPU  will  be  sufficiently  fast  to   drive  the  best  GPU   •  More  CPU  cores  =  clearly  beer.  Not  limited  by  the  speed  of  1  core   25   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 26. Enough  talk,  show  &  tell:   •  StarSwarm:  Pre-­‐Alpha  Nitrous  Engine  Demo   •  Based  on  our  internal  engine  test,   •  Only  a  few  months  of  art  assets  and  a  lile  spit  shine  polish  (excuse   our  mess)   •  Demonstrates  what  a  100k  batch  game  might  look  like:   •  Not  a  precanned  demo,  a  game  with  2  AI  opponents,    representaXve   of  Nitrous  running  a  game   •  Plan  to  publically  release  in  Q1,  2014   •  Content  is  modifiable,  so  public  can  experiment  for  themselves       26   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 27. Review:  Before  Mantle   Nitrous   Unused  CPU  Time   Driver  CPU   27   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL   …   Unused  CPU  Time   Driver  CPU  
  • 28. A  frame  with  Mantle   Nitrous   •  •  •  •  •  Mantle   Unused  CPU  Time   4  Core  8  Thread  CPU   ~10k  units,  ~50k  batches   ~18ms  CPU  execuXon  +  ~15ms  waiXng  for  GPU  =  ~33ms  a  frame.   No  Driver  thread  at  ALL!   Lots  of  clear  green!   28   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 29. Mantle:  12  threads   Nitrous   Mantle   Unused  CPU  Time   •  6  Core  12  Thread  CPU   •  ~10k  units,  ~80k  batches   •  ~18ms  CPU  execuXon  +  ~15ms  waiXng  for  GPU  =  ~33ms  a  frame.   29   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 30. Results   •  API  overhead  is  reduced  by  at  least  10x   •  Mantle  scales  much  beer  on  CPU  cores  –  so  true  performance  is  much   higher  than  10x  when  measuring  total  Xme  spent  in  driver   •  At  an  applicaXon  level,  StarSwarm  is  3  Xmes  faster  in  some  cases   •  Completely  changes  the  landscape  for  mulX-­‐core   •  CPU  benchmarks  indicate  that  AMD  8350  is  comparable  to  a  Core  I7   4770k  for  performance.  Work  can  now  scale  across  more  cores   •  On  a  RX290,  SXll  GPU  bound  even  when  8350fx  is  underclocked  to  2  ghz     30   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 31. Point  of  no  Return   •  Mantle  Proves  “It  can  be  done”   •  100k+  batches  is  a  reality,  with  CPU  room  to  spare   •  Just  the  beginning:  Only  basic  opXmizaXons:  Mantle,   Nitrous  conXnue  to  improve   •  2015:  300k  batches   •  2018:  1  million  batches   •  GPUs  and  CPUs  start  to  call  code  on  one  another   •  GPU  used  as  a  co-­‐processor  even  in  non  mulX-­‐media   apps     31   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 32. Acknowledgements   AMD  Mantle  Team   Ironclad  Games   Stardock       32   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL  
  • 33. DISCLAIMER  &  ATTRIBUTION   The  informaXon  presented  in  this  document  is  for  informaXonal  purposes  only  and  may  contain  technical  inaccuracies,  omissions  and  typographical  errors.     Oxide  InteracXve  MAKES  NO  REPRESENTATIONS  OR  WARRANTIES  WITH  RESPECT  TO  THE  CONTENTS  HEREOF  AND  ASSUMES  NO  RESPONSIBILITY  FOR  ANY   INACCURACIES,  ERRORS  OR  OMISSIONS  THAT  MAY  APPEAR  IN  THIS  INFORMATION.     Oxide  InteracXve  SPECIFICALLY  DISCLAIMS  ANY  IMPLIED  WARRANTIES  OF  MERCHANTABILITY  OR  FITNESS  FOR  ANY  PARTICULAR  PURPOSE.  IN  NO  EVENT   WILL  AMD  BE  LIABLE  TO  ANY  PERSON  FOR  ANY  DIRECT,  INDIRECT,  SPECIAL  OR  OTHER  CONSEQUENTIAL  DAMAGES  ARISING  FROM  THE  USE  OF  ANY   INFORMATION  CONTAINED  HEREIN,  EVEN  IF  AMD  IS  EXPRESSLY  ADVISED  OF  THE  POSSIBILITY  OF  SUCH  DAMAGES.     ATTRIBUTION   Other  names  are  for  informaXonal  purposes  only  and  may  be  trademarks  of  their  respecXve  owners.   33   |      MANTLE    UNLEASHED:  HOW  MANTLE  CHANGES  THE  GAME|      NOVEMBER  19,  2013      |      CONFIDENTIAL