We first wrote about GameWorks nearly two years ago, and have written a number of follow-up pieces
since. Nvidia’s GameWorks program allows participating developers to
use Nvidia’s own middleware libraries for various in-game effects rather
than relying on other third-parties or writing such code themselves.
The advantage to GameWorks, in theory, is that Nvidia knows its driver
code and hardware best, and (again, in theory) creates the best
implementation of a given effect that you can achieve in the industry —
provided you own an Nvidia graphics card. The flip side to this is that
if you don’t own an Nvidia graphics card, you’re a bit screwed.
There’s very little AMD can do to optimize performance for the specific
libraries used within a GameWorks title, short of providing their own
full-fledged library and hoping the developer is willing to integrate
two separate libraries that do the same thing. (Spoiler: Most aren’t).
Nvidia’s
response to AMD’s complaints have typically boiled down to “If they
want access to custom libraries, they can build their own.” And now, AMD
has.
One
of the areas where companies sometimes try to fudge their facts is
whether a product or project is actually open source. We’ve seen it with
Mantle (which never went open source), with GameWorks (the fact that
developers can pay for a code license under certain circumstances
doesn’t make a project open), and in plenty of other scenarios outside
the GPU market.
AMD
is licensing GPU Open and its libraries under the MIT open source
license, which means yes, this is open source. It’s not “open source if
you squint,” or “open code,” or “code samples,” or any other set of
buzzwords. This is one of the most fundamental differences between AMD’s
new strategy with GPU Open and Nvidia’s strategy with GameWorks — AMD
is explicitly inviting developers to contribute not just to code
samples, but to the libraries themselves.
We expect to see GPU
Open start rolling out in January with an initial set of libraries and
capabilities. In addition to TressFX 3.0, AMD will launch new libraries
centered on geometry, ambient occlusion, and shadows (we may have seen
some of this work in Grand Theft Auto V). The program will also include
multiple SDKs and tools, all of which will be collectively governed by
the MIT license going forward.
According
to AMD, GPU Open is a long-term initiative for the company, not a
short-term effort to make a PR splash. AMD has championed a
collaborative model of game and driver development for the last few
years; with GPU Open, the company is putting its money where its mouth
is. The fundamentally open nature of GPU Open will make it impossible
for AMD to skew game performance towards its own hardware in the same
way that Nvidia is accused of doing — anyone can contribute code
optimizations to GPU Open, which means there’s nothing AMD could do to
prevent Nvidia or a developer from writing its own optimizations into
the code. The license explicitly allows for this type of modification.
One
major question in future GPU Open versus GameWorks battle is whether or
not AMD’s initiative will make much headway against Nvidia’s. To
understand why this is the case, it’s important to understand that
GameWorks is often part of an agreement between Nvidia and the game’s publisher.
In such deals, it’s common for membership in a particular program
(Gaming Evolved, TWIMTBP) to also include co-branded marketing funds and
certain sales guarantees. Nvidia might guarantee to a publisher that if
it adopts GameWorks, Nvidia will purchase a certain number of game
copies to be distributed along with qualifying GeForce cards. AMD’s
“Never Settled” program may also have used such considerations;
companies don’t typically get into the nitty-gritty of these
arrangements for obvious reasons.
GPU Open aims to provide a
better experience for developers and a more open development environment
— but will that sway publishers, who view GameWorks as a way to cut
development time and reduce marketing costs? That’s not something we can
answer yet.
12/15/2015
AMD finally unveils an open-source answer to Nvidia’s GameWorks
Welcome to Part II of our coverage of AMD’s Sonoma event
earlier this month. Previously, we took you through the company’s plans
for future HDR displays as well as how new technologies would be
supported on current and future GPUs. Today, we’re diving into the
software side of the equation, including a new open source software
initiative meant to answer Nvidia’s GameWorks.
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