It's NOT a 10% increase in cost, the quote is talking about the specific small situation of porting the game. IE $50mil game dev cost, $10mil to port to two platforms at $5mil a piece, that means Mantle add's $500k to the cost... or, of $60mil, a tiny amount.
Porting already costs, that's how it works, it's benefit vs cost. HD3D, Eyefinity is used by a fraction of those Mantle would effect, and both add cost and time to ports. THat is life, the quote specifically indicates the 10% is for the porting cost ONLY and adds that it is a drop in a bucket compared to the full game development costs.
So cost isn't an issue, games cost money to develop, always have done, porting has always cost money, always has done, adding new features has always added more costs, always has done. This is nothing new, Mantle, at 10% increase in porting costs, which can benefit every single AMD user that has bought a GCN gpu based product in the past 3 years and into the future is a massive user base, 10% is nothing.
THen we get to the "we want numbers" people, what numbers. In general optimisation is the LAST step of releasing a game. Meaning to compare Mantle numbers you HAVE to have the shipping product, the final version, anything else is retarded, and it's ridiculous to suggest you want some.
If Game X runs at 30fps unoptimised 3 months from launch, and runs at 60fps at launch because they finished the game then spent 3 months optimising it. What possible use could releasing the 30fps number be? There is zero benefit to anyone. This isn't a chip, an Intel chip that gets demoed 12 months before release, is already the final hardware, even then we often get demoed a half speed chip..... In this situation the shipping code will be significantly different from 3 months before shipping, to the shipping date.
Why would anyone compare finished and optimised(for performance, not stability

) BF4 DX11 vs unoptimised unfinished Mantle?
Lastly, the function of increased performance is to USE that performance.
Most gamers if they have 120fps, do not want 180fps, they want increased visual quality. An increase in IQ that without the "extra" performance would drop the previous 120fps down to 80fps. But due to the new found performance these effects get added, and you still get 120fps.
This is what happened with DX10, and 11 for the large part. DX10 games didn't instantly run faster, because in reality DX10, and 11, and every new version usually adds support in hardware for things people wanted to do but it was too costly in the previous API. So DX10 came about, performance didn't jump 20%(in situations where the API could fully enable higher performance), they would add a new effect, and often times they added an effect that made it slower overall.
IE DX9 at 60fps, + lighting feature that needed huge hacks to make work, huge overhead, and killed performance to 20fps... so dev's don't enable it in DX10. under DX10 this overhead was fixed, so they added this lighting feature, it still dropped performance from 60fps, but only to 50fps.