Mantle was a low-overheadrendering API targeted at 3D video games.[3]AMD originally developed Mantle in cooperation withDICE, starting in 2013.[1] Mantle was designed as an alternative toDirect3D andOpenGL, primarily for use onpersonal computers. In 2015, Mantle's public development was suspended and in 2019 completely discontinued, asDirectX 12 and the Mantle-derivedVulkan rose in popularity.[4][5][6][7]
The draw call improvements of Mantle help alleviate cases where theCPU is the bottleneck. The design goals of Mantle are to allow games and applications to utilize theCPUs andGPUs 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.[8]
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:[13][14]
Reduction of command buffers submissions
Explicit control of resource compression, expands and synchronizations
Asynchronous DMA queue for data uploads independent from the graphics engine
Asynchronous compute queue for overlapping of compute and graphics workloads
Data formats optimizations via flexible buffer/image access
Advanced Anti-Aliasing features for MSAA/EQAA optimizations[3][9]
Improved performance inBattlefield 4[16][17][18] and up to 319% faster in theStar Swarm demo in single GPU configuration[19][20][21] in extremely CPU-limited situations.
Easier to port from Mantle to Direct3D 12 than from Direct3D 11 to Direct3D 12[22]
AtGDC 14 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.[23][24][25]
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.[26]
allPuma-based "Beema" and "Mullins" APUs: E1 Micro-6200T, A4 Micro-6400T, A10 Micro-6700T, E1-6010, E2-6110, A4-6210, A6-6310, etc.
Mantle was originally planned to be released on other platforms thanWindows, including Linux, but it never happened.[29][30]
While the API was officially discontinued, Clément Guérin[31] started a Mantle toVulkan translation layer called GRVK[32] in mid 2020. This allows the API and ultimately the games to live on even without Mantle supporting graphic drivers.
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 "AZDO" (Approaching Zero Driver Overhead) has been shown to achieve substantial performance improvements, approaching those stated for Mantle.[42][43]Nvidia has extended OpenGL with a number of features that further reduce driver overhead.[44]
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,[45] and easier than porting from DirectX 11 to 12.[22]
Ultimately, AMD discontinued Mantle as a game API due to the similar aims of DirectX 12 and glNext (later renamed Vulkan).[4][5] AMD donated the Mantle API to the Khronos group, which developed it into the Vulkan API.[46][47][48][49][50][51]
Much of the work that drivers used to do on an application’s behalf is now the responsibility of thegame engine. ... It also means that this work, which must still be done, is done by someone withconsiderably more information. 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.
PC gamers and professionals traditionally used programs such asFraps andBandicam 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.
In partnership with AMD, PC gaming community and game recording software makerRaptr have overhauled their client and have since re-branded it as theAMD Gaming Evolved 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 toTwitch and record gameplay of their own with a built-in GVR, a feature similar toNvidia Shadowplay 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.[52] 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.
Besides Raptr, D3DGear[53] was the only other commercial game recording software that supported Mantle API based games.