Civilization Beyond Earth AMD Mantle: The Company Made A Pledge That API Will Make Developments To The Multi-GPU Scaling, Has Mantle Made Its Promise True?

Civilization Beyond Earth AMD Mantle: The Company Made A Pledge That API Will Make Developments To The Multi-GPU Scaling, Has Mantle Made Its Promise True?
The "Civilization: Beyond Earth AMD Mantle" started as a promise and then now, it provides a reality for gamers. When "Mantle" was launched by AMD early this year, the company made a pledge that its API will be used to make developments to the multi-GPU scaling in such a way that the traditional Direct3D is unable to do. But this particular move requires the developers taking more direct control over the portraying pipeline and the graphics workload share. There was an ongoing debate if this will really lead to better overall scaling.
Lately, the "Civilization: Beyond Earth" was launched and is one of the first games to valve the "Mantle" capability. Has Mantle made its promise true? Are the gamers experiencing better adventures today? Will a different kind of scaling bring the gamers to a higher level of gaming experience?
In a post from Tech Report, the "Civilization: Beyond Earth" is Sid Meier's new Civilization instalment. AMD dedicated a lot of their time and expertise together with the Firaxis to optimize the game for Radeon graphics cards. Both of them have ported this game to match with the AMD's lightweight "Mantle" graphics API. They reported that "Mantle" reduces the game's CPU overhead, letting the "Civilization: Beyond Earth" to play better and offer higher frame rates on numerous systems. A great bar graph with FPS showing AMD in the lead was also given.
Unfortunately, the standard FPS figures cannot give information about the game play ease and receptiveness. It is more fascinating to note that AMD and Firaxis have dealt with the tricky issue of multi-GPU rendered in the "Civilization: Beyond Earth".
The "Civilization: Beyond Earth" at this moment still supports the AFR in Direct3D mode, Extreme Tech reported. Both the AMD and the Nvidia GPUs are proficient of using this mode too. Firaxis was determined to execute a different kind of rendering which is called the Split Frame Rendering or SFR. The SFR is a kind of technology that divides the screen into titles and turns into every slice on a devoted GPU.
This game development is such a great thing. This provides greater game experience and leads to more sophisticated games in the future. AMD kept their promise and made sure gamers will experience more unimaginable adventures.
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