Quote Originally Posted by SKYMTL View Post
No, the reason there is such a variance is that Starswarm was coded especially for Mantle. It's beyond a best case scenario. In 90% of the Mantle titles we see for the next few years, the standard DirectX + Windows driver will be the primary rendering tool while Mantle will be added in. Hence why there is a much lower gain in BF4, the poster child for an actual Mantle-supporting game.

HSA isn't active right now, nor will it come into effect within games. Games actually do a pretty good job of partitioning resources (especially those that support DirectCompute, etc.) already so HSA is mostly focused on compute-focused apps through OpenCL 2.0.
I was thinking along the lines of the direct compute already in Frostbite simply being shifted over to the APU to free up the 290x for rendering, something Mantle can do adding more GPU resources to the pool without getting involved with AFR the engine uses natively. The extra control Mantle allows means that it would be easier to fine tune especially if you knew the hardware you were going to demo on.

But it depends on how much work they'd be willing to put into it, I imagine latencies could be an issue, but people have been hacking nvidia drivers to allow AMD as primary renderer for hardware accelerated physx for years.

From my point of view, it would be a smart idea to implement, but it would make 45% rather suspect unless you knew either way if DICE were using the APU like that.