Real numbers regarding Mantle will be published at the AMD Developer Summit running November 11-13 in San Jose. I will say that we are not undertaking such a mammoth effort to yield 3-4% performance--that would be a waste of time.
Mantle can be used to increase raw FPS, or to increase image quality while maintaining the same FPS.
It is a complete and standalone graphics API, meaning Mantle must be capable of coding and rendering all the in-game effects you see today. But Mantle also needs to be sufficiently extensible so that we can collaborate with game studios to create the effects of tomorrow—and it is extensible to do so!
"It’s not that Mantle is the initial language with which developers are writing their games on each platform, as some have surmised; the point of Mantle is that it’s easy to reuse, in whole or in part, the development effort expended on the next-generation consoles when bringing the same game to life on the PC. This is because Mantle allows developers to use the same features and programming techniques they are already utilizing for next-gen game consoles. And while the initial iteration of Mantle is intended specifically for PCs, it has been designed from the beginning to be extensible to other platforms as well."
With respect to how the custom solutions we've co-engineered with the console vendors helps their devices compete with PCs, that's really a question better answered by them. They know their devices much better than we do.
Yes, Mantle is a complete graphics API capable of doing anything you see today. And more. The primary advantage, however, is that it can speak directly to the hardware in a unique way that other APIs cannot.
Game developers requested Mantle themselves. That's the key difference. The industry told us they want it.
Johan from DICE sat across the table from Matt Skynner, the GM of our graphics business, and explained how he wanted a close-to-metal graphics API. Matt said "we can do that," and the rest was history.
Other devs are very excited when they learn about what Mantle is capable of, and how Mantle can help them bring their game to life on the PC.
Question 2:
This is up to the game developer. Mantle is a complete and high-performance graphics API, therefore the developer can use the performance boosts to increase raw FPS, or they can sustain the same FPS and increase image quality vs. other APIs.
The draw call improvements of Mantle does help alleviate cases where the CPU is the bottleneck. Mantle is very good at parallelization. Beyond that, it's too early to say.
We're assessing some tweaks that will bring BF4 to 90-95% scaling 1->2 GPUs. That's without Mantle.
Going forward, Mantle could help any game with CPU bottlenecking and multi-GPU scaling. It's deeply parallelized as an API.