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|Session Name:||Nitrous & Mantle: Combining Efficient Engine Design with a Modern API (Presented by AMD)|
|Speaker(s):||Dan Baker, Tim Kipp|
|Company Name(s):||Oxide Games, Oxide Games|
|Track / Format:||Programming|
|Overview:||This talk will discuss how to build a high throughput renderer using the Mantle API. We will start with a basic overview of the Nitrous Engine architecture, take a tour on how memory and resource management should be thought of, and how the CPU can effectively communicate directly to GPU memory. Next we will talk about real world management of shaders and transition states, including how to automate shading bindings. We will also discuss real world tricks for validation to make your code robust, and explore how these concepts map to Mantle constructs. Finally, we will do an in depth discussion on how Mantle can exploit and scale across multiple CPUs.|