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¥[¤J¤é´Á: Oct 2004
¤å³¹: 525
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Advance Member
![]() ![]() ¥[¤J¤é´Á: Feb 2015
¤å³¹: 441
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http://gamingbolt.com/the-big-inter...e-sync-and-more Rashid Sayed: Mantle¡¦s API has been slated similar to the PS4¡¦s API. Do you think for the developer it will be easier to port between a PC game [using Mantle] and PS4? Robert Hallock: We have previously commented that Mantle¡¦s similarities to console API streamlines the path from console to PC and vice versa. We talked about it in our blog here. Read more at http://gamingbolt.com/the-big-interview-amds-robert-hallock-on-mantle-directx-12-ps4xbox-one-free-sync-and-more#ZCqm8IpPPBwDH62i.99 Above all, Mantle will present developers with a powerful shortcut to DirectXR 12, as the lingual similarities between APIs will make it easy to port a Mantle-based render backend to a DirectXR 12-based one if needed or desired. In addition, Mantle developers that made the bold decision to support our historic API will be well-educated on the design principles DirectXR 12 also promises to leverage. Finally, we will ensure that tomorrow¡¦s game engines have an easy time of supporting a Mantle render backend, just as talented devs are comfortable with supporting multiple backends today to better address the needs of gamers. |
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Master Member
![]() ![]() ![]() ![]() ¥[¤J¤é´Á: Sep 2003
¤å³¹: 1,810
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> ³£¬OpcªOªí²{¸û¨Î PC ¤£¦s¦bµÛ¤Wªº°ÝÃD¡A¦ÛµM³W®æ¥i¥H¶}ªº¤ñ¸û°ª ²¦³º¥u¦³¤@Ó³W®æªºªF¦èn«ç»ò¥h¸ò¨S¤WªºPC¤ñ ²¾´Óªºª©¥»¦n¤£¦n °£¤FµwÅé¨î¥~ ´N¥u¦³¤@Óì¦]¡G ·R¡A¦³¨S¦³·R ®t«Ü¦h ²³æªº»¡§Y«K¨âÓ¤£¦P¬[ºcªºªF¦è¡A¦³·R¨âÓ¬[ºc³£·|µo´§ªº«Ü¦n Á¿¨D¦¬¯qªº²{¦b¡A«Ü¤Ö¼t°Ó·|Ä@·N³o¼Ë°µ ³Ì¦nªº¨Ò¤l¬ODOA5 PCª© ¤@¾ãÓ¨S·R¡A¹³¬O©t¨à¨º¼Ë ¦¹¤å³¹©ó 2015-03-28 07:39 PM ³Q orakim ½s¿è. |
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Master Member
![]() ![]() ![]() ![]() ¥[¤J¤é´Á: Nov 2010
¤å³¹: 2,414
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§A¯uªºª¾¹D§A¦b¶K¤°»ò¶Ü? Rashid Sayed: Mantle¡¦s API has been slated similar to the PS4¡¦s API. Do you think for the developer it will be easier to port between a PC game [using Mantle] and PS4? Rashid¡GMantle ªºAPI»PPS4 API«D±`¬Û¦ü¡A§A»{¬°¶}µoªÌ¥i¥H¤ñ¸û»´ÃPªº¦bPS4©MPC¶¡²¾´Ó¹CÀ¸¶Ü? Robert Hallock: We have previously commented that Mantle¡¦s similarities to console API streamlines the path from console to PC and vice versa. We talked about it in our blog here. Robert Hallock¡G§ÚÌ¥ý«e¤w¸gµû½×¹LMantle¹ï¹CÀ¸¾÷APIªº¬Û¦ü©Ê²¤Æ¤F¹CÀ¸¾÷(²¾´Ó)¦ÜPCªº¬yµ{¡A¨Ã¥B¤Ï¤§¥çµM¡C§Ṳ́w¸g¦b§Ú̪º³¡¸¨®æ»¡¹L¤F¡C ¬Û¦ü=/=¬Û¦P Above all, Mantle will present developers with a powerful shortcut to DirectXR 12, as the lingual similarities between APIs will make it easy to port a Mantle-based render backend to a DirectXR 12-based one if needed or desired. In addition, Mantle developers that made the bold decision to support our historic API will be well-educated on the design principles DirectXR 12 also promises to leverage. Finally, we will ensure that tomorrow¡¦s game engines have an easy time of supporting a Mantle render backend, just as talented devs are comfortable with supporting multiple backends today to better address the needs of gamers. ³o¬q¬O»¡mantle¸òDX12«ÜÃþ¦ü¡A©Ò¥H·|mantle¥H«á¼gDX12·|«Ü»´ÃP
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Advance Member
![]() ![]() ¥[¤J¤é´Á: Feb 2015
¤å³¹: 441
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³\¦h¤Hı±o¤§©Ò¥HMantle¡ÚDX12¡A¬O¦]¬°«eªÌ¥u¬°AMDÀu¤Æ¡ADX12¥i¥HÀu¤Æ¨ì©Ò¦³Åã¥d¡C ¨ä¹ê³o»PMantle»PDX12¹ºµ¥¸¹¨Ã¤£¥Ù¬Þ¡C ¤£ª¾¤j®aÁÙ°O¤£°O±o¡AAMD´¿¸g»¡¹L¡ANvidia¡BIntel¬O¥i¥H§K¶O¨Ï¥ÎMantleªº¡C ¤]´N¬O»¡Mantle±q¤@¶}©l¡A¦b§Þ³N¼h±¤W´N¨S¦³¨îN¥d©MIªº¨Ï¥Î¡C ©Î³\¬O¦]¬°Ävª§Ãö«Y¡A©Î³\¬O§Oªº¤°»òÃö«Y¡A³Ì²×¥¦Ì¨S¦³¨Ï¥Î¡C ¦]¬°·L³n¦bÂǥΤFAMDªºMantleÃþ¦ü¬Û¦P³]p§Þ³N¤§«á¡C Áp¦X¤F©Ò¦³ªº¼t°Ó°Ñ¤©³oÓ¡¨DX12¡¨ªº§ï¶i¡C ¨C¤@®a¼t°Ó³£¨Ì´`©Ò¿×ªºdx12ªº³W½d¥h§@¡A³Ì²×ÅýAMD³oÓMantle»P©Ò¦³¼t°ÓÁp°Ê¡C ¤]´N¬O»¡¦pªGAMD¨S¦³½á¤©Mantle¶}©ñªº¯S©Ê ¡§©Ò¦³ªº¼t°Ó¡¨´N¤£¥i¯à³o»ò§Öªº°Ñ»P¶i¨Ó¡A DX12´N¤£¥i¯à©MMantle¦b³o»òªñªº®É¶¡ÂI¤º¬ÛÀ³±À¥X¡C ¦ý¬O¦pªG¥¦¤£¥sMantle¡A¦Ó¥sDX12¡A¨º»ò±¡ªp´N¤£¦P¤F¡A¦]¬°¥¦¤w¸g¦¨¤F·L³nªºªF¦è¡C ¨Ï¥Î¤WÁ×¶}¤FÄvª§¤Wªº§Q®`Ãö«Y¡A¨º»ò©Ò¦³Ävª§ªÌ³£¥i¥H²z©Ò·íµMªº¨Ï¥Î¥¦¡C |
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Major Member
![]() ¥[¤J¤é´Á: May 2002
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¬Ý¨ì¤W±³o¥y¸ÜÅý§Ú°¨¤W¥X²{¤F¤@Ó·Qªk¡A´N¦n¹³¬O ¡§¦³¨S¦³µo²{¡AÂÅÄ_°í¥§¡B¯«A¸ò·s¥P¯ó³£¬OÂÅÄ_¶]¤ñ¸û§Ö¡¨ ¦pªG§âPCµwÅé°¦¨¸òPS4©ÎXB 1¬Ûªñ®Ä¯à³W®æ¡AÓ¤H¬O ı±o¹CÀ¸¾¹©Ò§e²{ªº®ÄªG·|³Ó¹LPC°Õ¡C ¦Ó¥BPC±`¥X²{Àu¤ÆÄê³z¤Fªº±¡ªp¡A±`±`¥X²{§A¥ÎªºPC®Ä¯à ¬O¹CÀ¸¾¹ªº¨â¡B¤T¿¥H¤W¡A¦ý¶]¥X¨Óªº®ÄªG¤j·§¥u¦³¹CÀ¸¾¹ ªº120%¡C |
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¥[¤J¤é´Á: Oct 2012
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![]() ![]() ![]() ![]() ¥[¤J¤é´Á: Dec 2002 ±zªº¦í§}: Minas Faen
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¥[¤J¤é´Á: Oct 2012
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¥[¤J¤é´Á: Mar 2015 ±zªº¦í§}: ¼ö¤õ¶¤¦a½L
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