Word comes from AMD this morning that the private beta for the Mantle developer program has begun. Up until now the Mantle SDK (not to be confused with the drivers) has been in alpha development, with AMD  granting access to only a handful of very close developers (EA/DICE, Nixxes, etc). The commencement of the private beta in turn marks the first time that the Mantle SDK has been made widely available to developers since it was announced at AMD’s 2013 Developer Summit back in November.

At this point AMD tells us that they have 40 developers pre-registered – AMD has been taking registrations for the past six months since the summit – and that they’re still taking additional developers. The beta, though much wider than the earlier alpha, is still a private beta, so developers still need to register with AMD for access. AMD tells us that “There are no objective criteria for being selected, as we are interested in talking to developers of all shapes and sizes. Past development experience is encouraged, however.”

Meanwhile AMD’s Mantle developer portal is up and running. Instructions for joining the developer beta can be found on the page, however all further access is password restricted.

Source: AMD

Comments Locked

51 Comments

View All Comments

  • eanazag - Thursday, May 1, 2014 - link

    Mantle is a good thing. Without it DirectX 12 wouldn't even be trying to address these issues. What we have seen thus far is that Mantle really helps slower CPU systems. It basically makes an AMD CPU and GPU combo competitive.
  • chris200x9 - Thursday, May 1, 2014 - link

    I used to think DirectX 12 would kill Mantle and hurt AMD but then I realized what a genius move Mantle really was. If Mantle catches on that's great AMD sells more graphics cards AND CPUs, if DirectX 12 kills Mantle by also eliminating the CPU bottle neck that's great too because AMD processors just became a viable alternative for hardcore gamers.
  • przemo_li - Monday, May 5, 2014 - link

    And DX is 2y from now.

    That is a lot of time for making sure Game Devs know Your capabilities. Like Your ways, and curse competition when it lack X or Y feature ;)
  • pidgin - Thursday, May 1, 2014 - link

    dying to see some HSA goodness in gaming scene, using iGPUs to take load off from dGPU etc etc
  • extide - Thursday, May 1, 2014 - link

    I'd love to see APU + dGPU, and use the iGPU for extra compute on top of the CPU cores (physics, AI, etc), and the dGPU for graphics.
  • Dirty_Punk - Thursday, May 1, 2014 - link

    if Mantle adoption grows, for AMD will be a big win, for both CPU and GPU
    if the DX12 brings the same improvement of Mantle, for AMD (cpu) will be a very big win also, because the more powerfull cpu like intel i7 series will be worthless and the AMD APU will be the best choices for gaming (light to medium and why not, some probably also hardcore with some future iteration of AMD APU)
  • TheJian - Thursday, May 1, 2014 - link

    OpenGL does the same stuff as they showed already. DX12 may not do it for a while (late 2015?) but OpenGL does it already and has for a few years. So devs, write for AMD's small subset of their own cards (only GCN) or just use OpenGL which runs on everything easily portable to everywhere. I really thought AMD would have dropped this by now and started spending more of this money on DRIVERS for all their current cards! You know, to avoid a phase4 soon etc or more driver phases for the next chips... :(

    http://blogs.nvidia.com/blog/2014/03/20/opengl-gdc...
    Watch the vid at bottom AMD ;) One of your people was involved in this show, so why keep pushing proprietary for something that is already working on all cards TODAY? Proprietary crap works when you get there first and are special (doing something others can't, thus a NEED for your tech, like Cuda, it was their only choice back then, so it got entrenched). It doesn't work when there is an established product already out that does everything your proprietary stuff does cheaper. This would make more sense if OpenGL didn't exist, and only options were Mantle or DX12 which is ages away (thus Mantle would have a chance to get entrenched). SteamOS will be pushing OpenGL, and same for Android etc if a game needs a high number of draw calls etc.
  • 3DVagabond - Friday, May 2, 2014 - link

    OpenGL is not the same thing as Mantle. Mantle is a low level API that operates through a much thinner driver layer and allows the devs direct control over GPU functions.
  • grndzro7 - Friday, May 2, 2014 - link

    OGL does not multithread the GPU. It reduces CPU overhead a shitload.
    And now that NV made those extensions for OGL AMD can use those techniques in Mantle.
  • diogodx - Friday, May 2, 2014 - link

    More fanboys spreading FUD. The OpenGL CPU overhead redutcion extention was created by AMD.

    The extension "ARB_multi_draw_indirect" that Nvidia show in their market was created by Graham Selles from AMD.

    http://www.opengl.org/registry/specs/ARB/multi_dra...

Log in

Don't have an account? Sign up now