Except that AMD are smart enough thus far to have acknowledged that best case scenario is an abstraction layer as thin and universally seamless as possible, while still getting performance gains worthwhile enough to even pursue such a project. Otherwise the same thing will happen that happened with Glide. I think those overly enthusiastic about Mantle don't always realize the amount of caution Mantle's development was approached with, and I'm sure it has to do with the fact that is was requested by devs, vs initiated in house for AMD's exclusive benefit.
I'm sure the devs requesting it would rather the benefits of using it not be so drastically skewed to one side of their customer base. The common scenario and difference between games that sell well and those that don't is not how many are willing to buy it, but how many refuse to, and things like skewed performance can certainly cause the latter. There are ALWAYS going to be hardcore gamers whom have to have the latest titles, what differs is how many there are that cry foul and say not me.
I think you do not understand how much pressure has been made on the industry to get rid of API limitations on the PC. It is understandable, you have not researched and followed this as long as I was, there is still historical information available if you dig it. It is more of an insider-thing that doesn't creep out heavily in the mainstream gaming media, the naysayers are irrelevant noob-developers who show clear signs of enthusiastic-beginners, who use their novelty and instant-hit factor to influence the media which supercharges the exposure of these opinions they spew out.
While john carmack was a big part of these talks to get better development environment on PC, his priorities have been "compromised" (cannot criticize subjectively, he made no promises, his right to choose) by VR technology to the point his existing situation started to crumble apart, he is now considered totally irrelevant in this cause, he currently does not develop any game engine code, but I do not know if he has any contacts with the GPU vendors, if anything most probably VR-specific.
There will be no educated customer that would refuse to buy a mantle game purely based on opinion constructed with technical details. As an AMD engineer already said, Mantle's success is mostly limited by political and economical issues that may arise, for example, developers that wouldn't afford to be present in the transition period, or wouldn't believe it's a worthy enough thing, those mostly are irrelevant developer studios who have little influence on the shape of the industry, they are not required to be a part of the transition period.
Or Blizzard could make their engine use more than 1 thread, which would completely remove the CPU bottleneck.
You are wrong.
- All DX applications have multi-threading utilization limitations.
- It would not completely remove the bottleneck.
- Starcraft 2 is not running on only 1 core, it does on 2, (but that's not real mutlithreading still, draw and physics probably run on one, and Ai on the other, overall it's not anywhere compared to some top FPS games.)
http://www.bit-tech.net/hardware/cpus/2010/08/18/how-many-cpu-cores-does-starcraft-2-use/1
First of all, the bottleneck always exists, it's just much higher in the performance graph, you will hit that bottleneck if you use the extra performance for more Ai, physics and other gameplay things.
Once games utilize this extra performance, the noticable boost gap will be lowered and eventually become nonexistant as the Ai, graphics and other things will consume this performance naturally, but this will take a few years.
The complexity of PC games will increase considerably in this transition to a new API, until another big increase comes, that might be quantum micro-chip technology.
EDIT: