Richard Huddy rips Nvidia GameWorks, talks AMD's new attitude

TR: AMD, at least in talking about Mantle, has been focused on conveying a sense of openness to the industry as of late. Is this arms-open approach new for the company or as it always been like this?

RH: I think it's true of AMD that it's kind of in our DNA. That's the kind of the phrase that all companies use when they talk about something which lasts for awhile. But it really is. It's very fundamental to us. We believe in open and fair competition. We believe in exposing things through open standards. So, for example, if I look back, the 64-bit x86 processors that we use in our PCs today, the x86 stuff was invented by AMD and put out as a standard.

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Most corporations have a legal department that try to rein you in and I've certainly felt the wrath of the legal team where they try and make you terribly timid. AMD is more committed, the organization as a whole is more committed, to this bullish attitude, so I've not had any desperate emails from legal about some of the interviews that I've been involved in, nor do I expect them.

We are serious about going out there and talking very proudly about the things that we're doing, which are good for the industry. We believe that things that we do which are good for the industry will be good for AMD.

TR: Can you speak specifically about what sets Mantle and GameWorks apart?

RH: One of the accusations that Nvidia had made about Mantle is that well, look, Mantle is about optimizing for AMD hardware and GameWorks is for optimizing for Nvidia hardware, so why are they making such a fuss?

There's a basic principle underneath it which shows that they're fundamentally different things. With Mantle, we will allow someone to build a Mantle driver if they like, Nvidia can do it, and there is absolutely nothing, if you think about it logically, there is absolutely nothing that AMD can do to harm a competitor by using Mantle.

If a games developer chose to do a Mantle-only game, we would discourage them. I guess it would be the games developer's choice, but we're not encouraging that. They aught to do a DX game or a GL game, but no matter how fast it runs on Mantle, we can't stop, or influence even, how fast it runs on Nvidia. This is just a way of giving the goodness in our hardware to our consumers.

Unfortunately GameWorks works the other way. It stops the developer doing what they want to do. It stops games players from getting a great experience. The visuals may be improved by frame rates tend to plummet when GameWorks is on, and it creates this artificial situation where they harm us with code that they've written. We can't to that. They're fundamentally different things. Ours is an open standard, theirs is a closed box that is damaging.

[Laughs] Very bullish. And it's often the case that people will futz around a little bit and not try to name competitors, but this stuff looks very malevolent to me, and whether I read their minds correctly or not I don't know, but the fact that they can create a benchmark that is run on our hardware? Huh? Not Right.

Click here for part two of this interview.

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Michelle Fitzsimmons

Michelle was previously a news editor at TechRadar, leading consumer tech news and reviews. Michelle is now a Content Strategist at Facebook.  A versatile, highly effective content writer and skilled editor with a keen eye for detail, Michelle is a collaborative problem solver and covered everything from smartwatches and microprocessors to VR and self-driving cars.