Crashing problem fixed

StabemKillerman

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Oct 28, 2013
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595
okay i took my machine to my computer guy and he ran it at the highest settings and zero crashes. the only thing he did was change the settings in the video card from direct x to mantle. with mantle the game looks great and runs great too. mantle is available to ati users here is some info about it. i dont think its available for all ati cards. i run the r9280x.

Mantle is a graphics API specification developed by AMD as an alternative to Direct3D and OpenGL, primarily for use on the PC platform. Currently the only implementation is for graphics processing units with AMD's Graphics Core Next architecture. The design goals of Mantle are to allow games and applications to utilize the CPU and GPU more efficiently, eliminate CPU bottlenecks by reducing API validation overhead and allowing more effective scaling on multiple cores, provide faster draw routines, and allow greater control over the graphics pipeline by eliminating certain aspects of hardware abstraction inherent to the current prevailing graphics APIs.

AMD states that Mantle will be an open API. However, as of February 2014, the specification has not been made public.


Claimed advantages
  • Reduced runtime shader compilation overhead
  • AMD claims that Mantle can generate up to 9 times more draw calls per second than comparable APIs by reducing CPU overhead.
  • Performance increase over higher-level APIs such as Direct3D and OpenGL.
  • Explicit command buffer control
  • Up to 45% faster than Direct3D in Battlefield 4 and up to 319% faster in the Star Swarm demo in single GPU configuration
  • More fine control over the hardware.
  • All hardware capabilities are exposed through the API.
  • Low-overhead validation and processing of API commands
  • Reduction of command buffer submissions
  • Data formats optimizations via flexible buffer/image access
  • Explicit control of resource compression, expansion, and synchronization
  • Asynchronous DMA queue for data uploads independent from the graphics engine
  • Asynchronous compute queue for overlapping of compute and graphics workloads
  • Advanced Anti-Aliasing features for MSAA/EQAA optimizations
  • New rendering techniques possible.
  • Direct GPU memory access.
  • Close to linear performance scaling from recording command buffers onto multiple CPU cores
  • Multithreaded parallel CPU rendering support for at least 8 cores.
  • No game developer reliance on existing AMD driver support release schedules (potentially no or fewer bugs on release, much faster patching for GFX related errors).
  • Due to bypassing of error-prone and inefficient abstraction, common technical difficulties like FPS drops, micro stuttering and texture corruption can be significantly less frequent or nonexistent.
 
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