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<span id="openzim-page-title" class="mw-page-title-main"><span class="mw-page-title-main">Mantle (API)</span></span>
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</style><table class="infobox vevent"><tbody><tr><th colspan="2" class="infobox-above summary">Mantle</th></tr><tr><td colspan="2" class="infobox-image logo"></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;"><a href="Programmer" title="Programmer">Developer(s)</a></th><td class="infobox-data"><a href="Advanced_Micro_Devices" class="mw-redirect" title="Advanced Micro Devices">AMD</a>, <a href="EA_DICE" class="mw-redirect" title="EA DICE">DICE</a><sup id="cite_ref-Dave_Altavilla_1-0" class="reference"><a href="#cite_note-Dave_Altavilla-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;">Initial release</th><td class="infobox-data">September 25, 2013<span style="display:none"> (<span class="bday dtstart published updated">2013-09-25</span>)</span><sup id="cite_ref-2" class="reference"><a href="#cite_note-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;"><a href="Operating_system" title="Operating system">Operating system</a></th><td class="infobox-data"><a href="Microsoft_Windows" title="Microsoft Windows">Windows</a></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;"><a href="Computing_platform" title="Computing platform">Platform</a></th><td class="infobox-data"><a href="X86" title="X86">x86</a> and <a href="X86-64" title="X86-64">x86-64</a></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;">Successor</th><td class="infobox-data"><a href="Vulkan" title="Vulkan">Vulkan</a></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;"><a href="Software_license" title="Software license">License</a></th><td class="infobox-data"><a href="Proprietary_software" title="Proprietary software">Proprietary</a>, <a href="Freeware" title="Freeware">freeware</a></td></tr><tr><th scope="row" class="infobox-label" style="white-space: nowrap;">Website</th><td class="infobox-data"><span class="url"><a rel="nofollow" class="external text" href="https://www.amd.com/mantle">www<wbr>.amd<wbr>.com<wbr>/mantle</a></span></td></tr></tbody></table>
<p><b>Mantle</b> was a low-overhead <a href="Rendering_API" class="mw-redirect" title="Rendering API">rendering API</a> targeted at 3D video games.<sup id="cite_ref-whitepaper_3-0" class="reference"><a href="#cite_note-whitepaper-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> <a href="Advanced_Micro_Devices" class="mw-redirect" title="Advanced Micro Devices">AMD</a> originally developed Mantle in cooperation with <a href="EA_DICE" class="mw-redirect" title="EA DICE">DICE</a>, starting in 2013.<sup id="cite_ref-Dave_Altavilla_1-1" class="reference"><a href="#cite_note-Dave_Altavilla-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> Mantle was designed as an alternative to <a href="Direct3D" title="Direct3D">Direct3D</a> and <a href="OpenGL" title="OpenGL">OpenGL</a>, primarily for use on <a href="Personal_computer" title="Personal computer">personal computers</a>. In 2015, Mantle's public development was suspended and in 2019 completely discontinued, as <a href="DirectX_12" class="mw-redirect" title="DirectX 12">DirectX 12</a> and the Mantle-derived <a href="Vulkan_(API)" class="mw-redirect" title="Vulkan (API)">Vulkan</a> rose in popularity.<sup id="cite_ref-anandtech_mantle_4-0" class="reference"><a href="#cite_note-anandtech_mantle-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-amd_announcement_5-0" class="reference"><a href="#cite_note-amd_announcement-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-6" class="reference"><a href="#cite_note-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup>
</p>
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<div class="mw-heading mw-heading2"><h2 id="Overview">Overview</h2></div>
<p>The draw call improvements of Mantle help alleviate cases where the <a href="Central_processing_unit" title="Central processing unit">CPU</a> is the bottleneck. The design goals of Mantle are to allow games and applications to utilize the <a href="Central_processing_unit" title="Central processing unit">CPUs</a> and <a href="Graphics_processing_unit" title="Graphics processing unit">GPUs</a> 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.<sup id="cite_ref-benchmarks_8-0" class="reference"><a href="#cite_note-benchmarks-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="CPU-bound_scenarios">CPU-bound scenarios</h3></div>
<p>With a basic implementation, Mantle was designed to improve performance in scenarios where the CPU is the limiting factor:
</p>
<ul><li>Low-overhead validation and processing of API commands;<sup id="cite_ref-mantle101_9-0" class="reference"><a href="#cite_note-mantle101-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-10" class="reference"><a href="#cite_note-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup></li>
<li>Explicit command buffer control;<sup id="cite_ref-mantle101_9-1" class="reference"><a href="#cite_note-mantle101-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup></li>
<li>Close to linear performance scaling from reordering command buffers onto multiple CPU cores;<sup id="cite_ref-mantle101_9-2" class="reference"><a href="#cite_note-mantle101-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup></li>
<li>Reduced runtime shader compilation overhead;<sup id="cite_ref-mantle101_9-3" class="reference"><a href="#cite_note-mantle101-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup></li>
<li>AMD claims that Mantle can generate up to 9 times more draw calls per second than comparable APIs by reducing CPU overhead;<sup id="cite_ref-amd-livestream_11-0" class="reference"><a href="#cite_note-amd-livestream-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup></li>
<li>Multithreaded parallel CPU rendering support for at least 8 cores.<sup id="cite_ref-anandtech_12-0" class="reference"><a href="#cite_note-anandtech-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup></li></ul>
<div class="mw-heading mw-heading3"><h3 id="GPU-bound_scenarios">GPU-bound scenarios</h3></div>
<p>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:<sup id="cite_ref-13" class="reference"><a href="#cite_note-13"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-14" class="reference"><a href="#cite_note-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup>
</p>
<ul><li>Reduction of command buffers submissions</li>
<li>Explicit control of resource compression, expands and synchronizations</li>
<li>Asynchronous DMA queue for data uploads independent from the graphics engine</li>
<li>Asynchronous compute queue for overlapping of compute and graphics workloads</li>
<li>Data formats optimizations via flexible buffer/image access</li>
<li>Advanced Anti-Aliasing features for MSAA/EQAA optimizations<sup id="cite_ref-whitepaper_3-1" class="reference"><a href="#cite_note-whitepaper-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-mantle101_9-4" class="reference"><a href="#cite_note-mantle101-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup></li>
<li>Native multi-GPU support<sup id="cite_ref-whitepaper_3-2" class="reference"><a href="#cite_note-whitepaper-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup></li></ul>
<div class="mw-heading mw-heading3"><h3 id="Benchmarks">Benchmarks</h3></div>
<ul><li>Performance superior to Direct3D 11<sup id="cite_ref-15" class="reference"><a href="#cite_note-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup></li>
<li>Improved performance in <i><a href="Battlefield_4" title="Battlefield 4">Battlefield 4</a></i><sup id="cite_ref-16" class="reference"><a href="#cite_note-16"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-17" class="reference"><a href="#cite_note-17"><span class="cite-bracket">[</span>17<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-18" class="reference"><a href="#cite_note-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup> and up to 319% faster in the <i>Star Swarm</i> demo in single GPU configuration<sup id="cite_ref-19" class="reference"><a href="#cite_note-19"><span class="cite-bracket">[</span>19<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-20" class="reference"><a href="#cite_note-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-21" class="reference"><a href="#cite_note-21"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup> in extremely CPU-limited situations.</li></ul>
<div class="mw-heading mw-heading3"><h3 id="Other_claims">Other claims</h3></div>
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<ul><li>Easier to port from Mantle to Direct3D 12 than from Direct3D 11 to Direct3D 12<sup id="cite_ref-easyport_22-0" class="reference"><a href="#cite_note-easyport-22"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup></li>
<li>At <a href="Game_Developers_Conference" title="Game Developers Conference">GDC 14</a> 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.<sup id="cite_ref-23" class="reference"><a href="#cite_note-23"><span class="cite-bracket">[</span>23<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-24" class="reference"><a href="#cite_note-24"><span class="cite-bracket">[</span>24<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-25" class="reference"><a href="#cite_note-25"><span class="cite-bracket">[</span>25<span class="cite-bracket">]</span></a></sup></li>
<li>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.<sup id="cite_ref-26" class="reference"><a href="#cite_note-26"><span class="cite-bracket">[</span>26<span class="cite-bracket">]</span></a></sup></li>
<li>Mantle targets 100K<sup id="cite_ref-27" class="reference"><a href="#cite_note-27"><span class="cite-bracket">[</span>27<span class="cite-bracket">]</span></a></sup></li>
<li>Monolithic Pipeline<sup id="cite_ref-whitepaper_3-3" class="reference"><a href="#cite_note-whitepaper-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup></li>
<li>Pipeline saving and loading<sup id="cite_ref-easyport_22-1" class="reference"><a href="#cite_note-easyport-22"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup></li>
<li>Hybrid Resource Model</li>
<li>Generalized Resources</li>
<li>Control over resource preparation</li>
<li>Dynamic flow control without CPU intervention</li>
<li>Direct GPU control</li>
<li>Reduced runtime shader compilation overhead</li>
<li>Better control over the hardware.<sup id="cite_ref-amd-livestream_11-1" class="reference"><a href="#cite_note-amd-livestream-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup></li>
<li>"All hardware capabilities are exposed through the API."<sup id="cite_ref-amd-livestream_11-2" class="reference"><a href="#cite_note-amd-livestream-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup></li>
<li>Reduction of command buffer submissions</li>
<li>Data formats optimizations via flexible buffer/image access</li>
<li>Explicit control of resource compression, expansion, and synchronization</li>
<li>Asynchronous DMA queue for data uploads independent from the graphics engine</li>
<li>Asynchronous compute queue for overlapping of compute and graphics workloads</li>
<li>New rendering techniques</li></ul>
<div class="mw-heading mw-heading2"><h2 id="Support">Support</h2></div>
<p>The Mantle API was only available as part of <a href="AMD_Catalyst" class="mw-redirect" title="AMD Catalyst">AMD Catalyst</a> prior to 19.5.1, which was available for <a href="Microsoft_Windows" title="Microsoft Windows">Microsoft Windows</a>. <a href="Advanced_Micro_Devices" class="mw-redirect" title="Advanced Micro Devices">AMD</a> promised to support their Mantle API only for their graphics cards and APUs which are based on their <a href="Graphics_Core_Next" title="Graphics Core Next">Graphics Core Next microarchitecture</a>, but not older products based on the <a href="TeraScale_(microarchitecture)" title="TeraScale (microarchitecture)">TeraScale microarchitecture</a>.<sup id="cite_ref-28" class="reference"><a href="#cite_note-28"><span class="cite-bracket">[</span>28<span class="cite-bracket">]</span></a></sup> As of July 2014 the implementation of the Mantle API was available for the following hardware:
</p>
<ul><li>certain <a href="Radeon_HD_7000_series" title="Radeon HD 7000 series">Radeon HD 7000 series</a> GPUs</li>
<li>certain <a href="Radeon_HD_8000_series" title="Radeon HD 8000 series">Radeon HD 8000 series</a> GPUs</li>
<li>certain <a href="AMD_Radeon_Rx_200_series" class="mw-redirect" title="AMD Radeon Rx 200 series">AMD Radeon Rx 200 series</a> GPUs ("R7" and "R9")</li>
<li>all <a href="Steamroller_(microarchitecture)" title="Steamroller (microarchitecture)">Steamroller</a>-based "Kaveri" APUs: AMD A10-7000 series and AMD A8-7000 series</li>
<li>all <a href="Jaguar_(microarchitecture)" title="Jaguar (microarchitecture)">Jaguar</a>-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.</li>
<li>all <a href="Puma_(microarchitecture)" title="Puma (microarchitecture)">Puma</a>-based "Beema" and "Mullins" APUs: E1 Micro-6200T, A4 Micro-6400T, A10 Micro-6700T, E1-6010, E2-6110, A4-6210, A6-6310, etc.</li></ul>
<p>Mantle was originally planned to be released on other platforms than <a href="Microsoft_Windows" title="Microsoft Windows">Windows</a>, including Linux, but it never happened.<sup id="cite_ref-29" class="reference"><a href="#cite_note-29"><span class="cite-bracket">[</span>29<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-30" class="reference"><a href="#cite_note-30"><span class="cite-bracket">[</span>30<span class="cite-bracket">]</span></a></sup>
</p><p>While the API was officially discontinued, Clément Guérin<sup id="cite_ref-31" class="reference"><a href="#cite_note-31"><span class="cite-bracket">[</span>31<span class="cite-bracket">]</span></a></sup> started a Mantle to <a href="Vulkan" title="Vulkan">Vulkan</a> translation layer called GRVK<sup id="cite_ref-32" class="reference"><a href="#cite_note-32"><span class="cite-bracket">[</span>32<span class="cite-bracket">]</span></a></sup> in mid 2020. This allows the API and ultimately the games to live on even without Mantle supporting graphic drivers.
</p>
<div class="mw-heading mw-heading3"><h3 id="Game_engines">Game engines</h3></div>
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<ul><li>At <a href="Game_Developers_Conference" title="Game Developers Conference">GDC</a> 2014, <a href="Crytek" title="Crytek">Crytek</a> announced they will support Mantle in their <a href="CryEngine" title="CryEngine">CryEngine</a>.<sup id="cite_ref-33" class="reference"><a href="#cite_note-33"><span class="cite-bracket">[</span>33<span class="cite-bracket">]</span></a></sup></li>
<li>During a GPU 14 Tech Days presentation, an announcement was made that <a href="Frostbite_(game_engine)#Frostbite_3" title="Frostbite (game engine)">Frostbite 3</a> would include a Mantle backend.<sup id="cite_ref-tomshardware_34-0" class="reference"><a href="#cite_note-tomshardware-34"><span class="cite-bracket">[</span>34<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-amd-livestream_11-3" class="reference"><a href="#cite_note-amd-livestream-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup></li>
<li>The Nitrous game engine from <a href="Brad_Wardell#Oxide_Games" title="Brad Wardell">Oxide Games</a>, alongside DirectX 12. Mantle benchmark is still available in a free Star Swarm stress test.<sup id="cite_ref-35" class="reference"><a href="#cite_note-35"><span class="cite-bracket">[</span>35<span class="cite-bracket">]</span></a></sup></li>
<li><i><a href="Thief_(2014_video_game)" title="Thief (2014 video game)">Thief</a></i> is based on a modified <a href="Unreal_Engine_3" title="Unreal Engine 3">Unreal Engine 3</a> that supported Mantle.</li>
<li>LORE, a <i><a href="Civilization%3A_Beyond_Earth" title="Civilization: Beyond Earth">Civilization: Beyond Earth</a></i> engine supported Mantle.</li>
<li>Asura, engine used by <i><a href="Sniper_Elite_III" title="Sniper Elite III">Sniper Elite III</a></i> supported Mantle.</li></ul>
<div class="mw-heading mw-heading3"><h3 id="Video_games">Video games</h3></div>
<ul><li><i><a href="Battlefield_4" title="Battlefield 4">Battlefield 4</a></i><sup id="cite_ref-36" class="reference"><a href="#cite_note-36"><span class="cite-bracket">[</span>36<span class="cite-bracket">]</span></a></sup></li>
<li><i><a href="Battlefield_Hardline" title="Battlefield Hardline">Battlefield Hardline</a></i></li>
<li><i><a href="Thief_(2014_video_game)" title="Thief (2014 video game)">Thief</a></i></li>
<li><i><a href="Plants_vs._Zombies%3A_Garden_Warfare" title="Plants vs. Zombies: Garden Warfare">Plants vs. Zombies: Garden Warfare</a></i></li>
<li><i><a href="Civilization%3A_Beyond_Earth" title="Civilization: Beyond Earth">Civilization: Beyond Earth</a></i><sup id="cite_ref-37" class="reference"><a href="#cite_note-37"><span class="cite-bracket">[</span>37<span class="cite-bracket">]</span></a></sup></li>
<li><i><a href="Dragon_Age%3A_Inquisition" title="Dragon Age: Inquisition">Dragon Age: Inquisition</a></i></li>
<li><i><a href="Sniper_Elite_III" title="Sniper Elite III">Sniper Elite III</a></i><sup id="cite_ref-38" class="reference"><a href="#cite_note-38"><span class="cite-bracket">[</span>38<span class="cite-bracket">]</span></a></sup></li></ul>
<div class="mw-heading mw-heading4"><h4 id="Originally_planned">Originally planned</h4></div>
<ul><li><i><a href="Star_Citizen" title="Star Citizen">Star Citizen</a></i><sup id="cite_ref-AMD-Developers_39-0" class="reference"><a href="#cite_note-AMD-Developers-39"><span class="cite-bracket">[</span>39<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-RSI-Mantle_40-0" class="reference"><a href="#cite_note-RSI-Mantle-40"><span class="cite-bracket">[</span>40<span class="cite-bracket">]</span></a></sup></li>
<li>15 Frostbite games after <i><a href="Battlefield_4" title="Battlefield 4">Battlefield 4</a></i> were planned to support Mantle, potentially including <i><a href="Need_for_Speed_Rivals" title="Need for Speed Rivals">Need for Speed Rivals</a></i>, <i><a href="Mass_Effect%3A_Andromeda" title="Mass Effect: Andromeda">Mass Effect: Andromeda</a></i>, <i><a href="Mirror's_Edge_Catalyst" title="Mirror's Edge Catalyst">Mirror's Edge Catalyst</a></i>, <i><a href="The_Sims_4" title="The Sims 4">The Sims 4</a></i> and <i><a href="Star_Wars_Battlefront_(2015_video_game)" title="Star Wars Battlefront (2015 video game)">Star Wars Battlefront (2015)</a></i>.<sup id="cite_ref-41" class="reference"><a href="#cite_note-41"><span class="cite-bracket">[</span>41<span class="cite-bracket">]</span></a></sup></li>
<li>There have been rumours about other games from that time, including <i><a href="Call_of_Duty%3A_Advanced_Warfare" title="Call of Duty: Advanced Warfare">Call of Duty: Advanced Warfare</a></i>, <i><a href="Dying_Light" title="Dying Light">Dying Light</a></i>, <i><a href="Grand_Theft_Auto_V" title="Grand Theft Auto V">Grand Theft Auto V</a></i> and <i><a href="Rise_of_the_Tomb_Raider" title="Rise of the Tomb Raider">Rise of the Tomb Raider</a></i> potentially supporting Mantle, but these reports were not confirmed.</li></ul>
<div class="mw-heading mw-heading2"><h2 id="Similar_technologies">Similar technologies</h2></div>
<p>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 "<a href="AZDO" class="mw-redirect" title="AZDO">AZDO</a>" (Approaching Zero Driver Overhead) has been shown to achieve substantial performance improvements, approaching those stated for Mantle.<sup id="cite_ref-42" class="reference"><a href="#cite_note-42"><span class="cite-bracket">[</span>42<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-43" class="reference"><a href="#cite_note-43"><span class="cite-bracket">[</span>43<span class="cite-bracket">]</span></a></sup> <a href="Nvidia" title="Nvidia">Nvidia</a> has extended OpenGL with a number of features that further reduce driver overhead.<sup id="cite_ref-44" class="reference"><a href="#cite_note-44"><span class="cite-bracket">[</span>44<span class="cite-bracket">]</span></a></sup>
</p><p>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 [still] do 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,<sup id="cite_ref-45" class="reference"><a href="#cite_note-45"><span class="cite-bracket">[</span>45<span class="cite-bracket">]</span></a></sup> and easier than porting from DirectX 11 to 12.<sup id="cite_ref-easyport_22-2" class="reference"><a href="#cite_note-easyport-22"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup>
</p><p>Ultimately, AMD discontinued Mantle as a game API due to the similar aims of DirectX 12 and glNext (later renamed Vulkan).<sup id="cite_ref-anandtech_mantle_4-1" class="reference"><a href="#cite_note-anandtech_mantle-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-amd_announcement_5-1" class="reference"><a href="#cite_note-amd_announcement-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> AMD donated the Mantle API to the Khronos group, which developed it into the Vulkan API.<sup id="cite_ref-More_on_Vulkan_46-0" class="reference"><a href="#cite_note-More_on_Vulkan-46"><span class="cite-bracket">[</span>46<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-47" class="reference"><a href="#cite_note-47"><span class="cite-bracket">[</span>47<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-48" class="reference"><a href="#cite_note-48"><span class="cite-bracket">[</span>48<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-not-dead-yet_49-0" class="reference"><a href="#cite_note-not-dead-yet-49"><span class="cite-bracket">[</span>49<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-50" class="reference"><a href="#cite_note-50"><span class="cite-bracket">[</span>50<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-51" class="reference"><a href="#cite_note-51"><span class="cite-bracket">[</span>51<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="Comments">Comments</h2></div>
<style data-mw-deduplicate="TemplateStyles:r1244412712">
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</style><blockquote class="templatequote"><p>Much of the work that drivers used to do on an application’s behalf is now the responsibility of the <a href="Game_engine" title="Game engine">game engine</a>. ... It also means that this work, which must still be done, is done by someone with <i>considerably more information</i>. Because the engine knows exactly what it will do and how it will do it, it is able to make design decisions that drivers could not.</p></blockquote><div class="templatequotecite"><p style="display: inline; padding-left: 2.3em;">— <a href="Firaxis_Games" title="Firaxis Games">Firaxis</a> on 2014-04-28, <a rel="nofollow" class="external text" href="http://www.firaxis.com/?/blog/single/why-we-went-with-mantle">Why We Went With Mantle</a></p></div>
<div class="mw-heading mw-heading2"><h2 id="Recording_and_FPS_overlay_software">Recording and FPS overlay software</h2></div>
<p>PC gamers and professionals traditionally used programs such as <a href="Fraps" title="Fraps">Fraps</a> and <a href="Bandicam" title="Bandicam">Bandicam</a> 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.
</p><p>In partnership with AMD, PC gaming community and game recording software maker <a href="Raptr" title="Raptr">Raptr</a> have overhauled their client and have since re-branded it as the <i>AMD Gaming Evolved</i> 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 <a href="Twitch_(service)" title="Twitch (service)">Twitch</a> and record gameplay of their own with a built-in GVR, a feature similar to <a href="Nvidia_Shadowplay" class="mw-redirect" title="Nvidia Shadowplay">Nvidia Shadowplay</a> 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.<sup id="cite_ref-52" class="reference"><a href="#cite_note-52"><span class="cite-bracket">[</span>52<span class="cite-bracket">]</span></a></sup> 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.
</p><p>Besides Raptr, D3DGear<sup id="cite_ref-53" class="reference"><a href="#cite_note-53"><span class="cite-bracket">[</span>53<span class="cite-bracket">]</span></a></sup> was the only other commercial game recording software that supported Mantle API based games.
</p>
<div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2></div>
<ul><li><a href="Direct3D#Direct3D_12" title="Direct3D">Direct3D 12</a> – low-level API from Microsoft</li>
<li><a href="Vulkan_(API)" class="mw-redirect" title="Vulkan (API)">Vulkan</a> – low-overhead API from Khronos, developed from Mantle</li>
<li><a href="Glide_(API)" title="Glide (API)">Glide</a> – another low-level API, by the now defunct 3dfx</li>
<li><a href="GNM_(API)" class="mw-redirect" title="GNM (API)">GNM</a> – low-level API of the PlayStation 4</li>
<li><a href="GNMX" class="mw-redirect" title="GNMX">GNMX</a> – high-level API of the PlayStation 4</li>
<li><a href="Metal_(API)" title="Metal (API)">Metal</a> – low-level API for Apple iOS and macOS</li></ul>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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<div class="mw-heading mw-heading2"><h2 id="External_links">External links</h2></div>
<ul><li><a rel="nofollow" class="external text" href="https://www.amd.com/Documents/Mantle-Programming-Guide-and-API-Reference.pdf">Mantle Programming Guide and API Reference</a></li></ul>
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</style><div id="AMD_graphics16" style="font-size:114%;margin:0 4em"><a href="AMD" title="AMD">AMD</a> graphics</div></th></tr><tr><td colspan="2" class="navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="col" class="navbox-title" colspan="2" style="text-align:center;"><div id="Radeon-brandList_of_GPUs_(GPU_features_template)_and_List_of_APUs_(APU_features_template)16" style="font-size:114%;margin:0 4em"><a href="Radeon" title="Radeon">Radeon</a>-brand<br><small><a href="List_of_AMD_graphics_processing_units" title="List of AMD graphics processing units">List of GPUs</a> (GPU features template) and <a href="List_of_AMD_processors_with_3D_graphics" title="List of AMD processors with 3D graphics">List of APUs</a> (APU features template)</small></div></th></tr><tr><td colspan="2" class="navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Fixed pipeline</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="ATI_Wonder" title="ATI Wonder">Wonder</a></li>
<li><a href="ATI_Mach" title="ATI Mach">Mach</a></li>
<li><a href="ATI_Rage" title="ATI Rage">Rage</a></li>
<li><a href="All-in-Wonder" title="All-in-Wonder">All-in-Wonder</a> (before 2000)</li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Vertex and fragment shaders</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Radeon_R100_series" title="Radeon R100 series">R100</a></li>
<li><a href="Radeon_R200_series" title="Radeon R200 series">R200</a></li>
<li><a href="Radeon_R300_series" title="Radeon R300 series">R300</a></li>
<li><a href="Radeon_R400_series" title="Radeon R400 series">R400</a></li>
<li><a href="Radeon_X1000_series" title="Radeon X1000 series">R500</a></li>
<li><a href="All-in-Wonder" title="All-in-Wonder">All-in-Wonder</a> (after 1999)</li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Unified_shader_model" title="Unified shader model">Unified shaders</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th id="TeraScale43" scope="row" class="navbox-group" style="width:1%"><a href="TeraScale_(microarchitecture)" title="TeraScale (microarchitecture)">TeraScale</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Radeon_HD_2000_series" title="Radeon HD 2000 series">HD 2000</a></li>
<li><a href="Radeon_HD_3000_series" title="Radeon HD 3000 series">HD 3000</a></li>
<li><a href="Radeon_HD_4000_series" title="Radeon HD 4000 series">HD 4000</a></li>
<li><a href="Radeon_HD_5000_series" title="Radeon HD 5000 series">HD 5000</a></li>
<li><a href="Radeon_HD_6000_series" title="Radeon HD 6000 series">HD 6000</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Unified shaders & <a href="Unified_Memory_Architecture" class="mw-redirect" title="Unified Memory Architecture">memory</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Graphics_Core_Next" title="Graphics Core Next">GCN</a></th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Radeon_HD_7000_series" title="Radeon HD 7000 series">HD 7000</a></li>
<li><a href="Radeon_HD_8000_series" title="Radeon HD 8000 series">HD 8000</a></li>
<li><a href="Radeon_200_series" title="Radeon 200 series">200</a></li>
<li><a href="Radeon_300_series" title="Radeon 300 series">300</a></li>
<li><a href="Radeon_400_series" title="Radeon 400 series">400</a></li>
<li><a href="Radeon_500_series" title="Radeon 500 series">500</a></li>
<li><a href="Radeon_RX_Vega_series" title="Radeon RX Vega series">RX Vega</a></li>
<li><a href="Radeon_600_series" title="Radeon 600 series">600</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="RDNA_(microarchitecture)" title="RDNA (microarchitecture)">RDNA</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Radeon_RX_5000_series" title="Radeon RX 5000 series">RX 5000</a></li>
<li><a href="Radeon_RX_6000_series" title="Radeon RX 6000 series">RX 6000</a></li>
<li><a href="Radeon_RX_7000_series" title="Radeon RX 7000 series">RX 7000</a></li>
<li><a href="Radeon_RX_9000_series" title="Radeon RX 9000 series">RX 9000</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr></tbody></table><div></div></td></tr></tbody></table><div></div></td></tr><tr><td colspan="2" class="navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="col" class="navbox-title" colspan="2" style="text-align:center;"><div id="Current_technologies_and_software16" style="font-size:114%;margin:0 4em">Current technologies and software</div></th></tr><tr><td colspan="2" class="navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Audio/Video acceleration</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Unified_Video_Decoder" title="Unified Video Decoder">Unified Video Decoder (UVD)</a></li>
<li><a href="Video_Coding_Engine" title="Video Coding Engine">Video Coding Engine (VCE)</a></li>
<li><a href="Video_Core_Next" title="Video Core Next">Video Core Next (VCN)</a></li>
<li><a href="AMD_TrueAudio" title="AMD TrueAudio">TrueAudio</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">GPU technologies</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="AMD_Eyefinity" title="AMD Eyefinity">Eyefinity</a></li>
<li><a href="FreeSync" class="mw-redirect" title="FreeSync">FreeSync</a></li>
<li><a href="AMD_PowerTune" title="AMD PowerTune">PowerTune</a></li>
<li><a href="AMD_CrossFire" title="AMD CrossFire">CrossFire</a></li>
<li><a href="AMD_Hybrid_Graphics" title="AMD Hybrid Graphics">Hybrid Graphics</a></li>
<li><a href="HyperMemory" title="HyperMemory">HyperMemory</a></li>
<li><a href="HyperZ" title="HyperZ">HyperZ</a></li>
<li><a href="Heterogeneous_System_Architecture" title="Heterogeneous System Architecture">HSA</a></li>
<li><a href="RDNA_(microarchitecture)" title="RDNA (microarchitecture)">RDNA</a>
<ul><li><a href="RDNA_2" title="RDNA 2">2</a></li>
<li><a href="RDNA_3" title="RDNA 3">3</a></li>
<li><a href="RDNA_4" title="RDNA 4">4</a></li></ul></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Software</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Current</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="AMD_Radeon_Software" class="mw-redirect" title="AMD Radeon Software">AMD Radeon Software</a>
<ul><li>HD3D</li></ul></li>
<li><a href="ROCm" title="ROCm">ROCm</a></li>
<li><a href="AMDGPU" class="mw-redirect" title="AMDGPU">AMDGPU</a></li>
<li><a href="GPUOpen" title="GPUOpen">GPUOpen</a>
<ul><li><a href="TressFX" title="TressFX">TressFX</a></li></ul></li>
<li><a href="HLSL2GLSL" title="HLSL2GLSL">HLSL2GLSL</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Obsolete</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="AMD_APP_SDK" title="AMD APP SDK">AMD APP SDK</a></li>
<li><a href="AMD_Catalyst" class="mw-redirect" title="AMD Catalyst">Catalyst</a></li>
<li><a href="Close_to_Metal" title="Close to Metal">Close to Metal</a></li>
<li><a href="AMD_CodeAnalyst" title="AMD CodeAnalyst">CodeAnalyst</a></li>
<li><a href="AMD_GPU_PerfStudio" class="mw-redirect" title="AMD GPU PerfStudio">GPU PerfStudio</a></li>
<li><a href="CodeXL" title="CodeXL">CodeXL</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr></tbody></table><div></div></td></tr></tbody></table><div></div></td></tr><tr><td colspan="2" class="navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="col" class="navbox-title" colspan="2" style="text-align:center;"><div id="Other_brands_and_products16" style="font-size:114%;margin:0 4em">Other brands and products</div></th></tr><tr><td colspan="2" class="navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Workstation" title="Workstation">Workstations</a> <br>& <a href="Supercomputer" title="Supercomputer">supercomputers</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Current</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Radeon_Pro" title="Radeon Pro">Radeon Pro</a></li>
<li><a href="Radeon_Instinct" class="mw-redirect" title="Radeon Instinct">Radeon Instinct</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Obsolete</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="AMD_FirePro" title="AMD FirePro">FireGL/FirePro</a></li>
<li><a href="AMD_FireMV" title="AMD FireMV">FireMV</a></li>
<li><a href="AMD_FireStream" title="AMD FireStream">FireStream</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Video_game_console" title="Video game console">Consoles</a><br>& <a href="Handheld_PC" title="Handheld PC">handheld PCs</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Flipper_(graphics_chip)" class="mw-redirect" title="Flipper (graphics chip)">Flipper</a> (<a href="GameCube" title="GameCube">GameCube</a>)</li>
<li><a href="Xenos_(graphics_chip)" title="Xenos (graphics chip)">Xenos</a> (<a href="Xbox_360" title="Xbox 360">Xbox 360</a>)</li>
<li><a href="Hollywood_(graphics_chip)" title="Hollywood (graphics chip)">Hollywood</a> (<a href="Wii" title="Wii">Wii</a>)</li>
<li><a href="Graphics_Core_Next#Graphics_Core_Next_2" title="Graphics Core Next">Liverpool</a> (<a href="PlayStation_4" title="PlayStation 4">PlayStation 4</a>)</li>
<li><a href="Graphics_Core_Next#Graphics_Core_Next_2" title="Graphics Core Next">Durango</a> (<a href="Xbox_One" title="Xbox One">Xbox One</a>)</li>
<li><a href="Graphics_Core_Next#Graphics_Core_Next_4" title="Graphics Core Next">Neo</a> (<a href="PlayStation_4_Pro" class="mw-redirect" title="PlayStation 4 Pro">PlayStation 4 Pro</a>)</li>
<li><a href="Graphics_Core_Next#Graphics_Core_Next_4" title="Graphics Core Next">Scorpio</a> (<a href="Xbox_One_X" class="mw-redirect" title="Xbox One X">Xbox One X</a>)</li>
<li><a href="Atari_VCS_(2021_console)" title="Atari VCS (2021 console)">Atari VCS (2021)</a></li>
<li><a href="PlayStation_5" title="PlayStation 5">PlayStation 5</a></li>
<li><a href="Xbox_Series_X_and_Series_S" title="Xbox Series X and Series S">Xbox Series X/S</a></li>
<li><a href="Steam_Deck" title="Steam Deck">Steam Deck</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr></tbody></table><div></div></td></tr></tbody></table></div></div><!--htdig_noindex--><div><div class="zim-footer">
This article is issued from <a class="external text" title="Last edited on 2025-08-06" href="https://en.wikipedia.org/wiki/?title=Mantle_(API)&oldid=1304463127">Wikipedia</a>. The text is available under <a class="external text" href="https://creativecommons.org/licenses/by-sa/4.0/deed.en">Creative Commons Attribution-Share Alike 4.0</a> unless otherwise noted. Additional terms may apply for the media files.
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