Yeah, I'm confused by this. On the one hand we're talking about "low-level," "on the metal," etc. On the other hand we're talking about portable console code. But....which does Mantle want to be? Is it high-level or low-level?
If it's an attempt to unify console graphics architecture with PC, bring all GPU code under a common, portable API, then I can get on board with that. But why is it not advertised as such? The focus of the advertisements thus far is "get the most out of your PC" "thin drivers" etc. Everything I read is talking about performance - the performance gains of eliminating an abstraction layer and talking directly to the card, the performance penalty of "high-level APIs like dx & gl" (ha), etc.
Well, bottom line, I'm certainly not against it for the sake of being against something...if it decreases development cost, I'm in, but that doesn't seem to be what it's trying to do. I guess we'll have to wait for more information to have a serious discussion though, as virtually nothing except hype has been revealed thus far. But if what they're doing here is actually creating a beautiful new cross-platform graphics architecture, they sure as heck aren't using the right words to describe it
Looking forward to more technical details
Well, you are absolutely right in saying that data about Mantle is scarce. I wouldn't call hype (but for the usual suspects) but more of speculation going around. And some of what I post is also speculative, although not really in the hype type (I think).
We know that Mantle a GCN based graphic architecture. Having as target a HW family and not a precise model (e.g. consoles), it will not be as low level as some other implementations of past, but compatible accross all GCN based HW. So far, so good and not very relevant... if GCN was not only the basis of all modern AMD cards (since 2 years ago) but all the real "jackpot": PS4 and XBone.
The low level languages (or CTM) of those machines will not be called Mantle: Direct x in MS console (I think) and some other name in PS4. But the question is... how different are those CTM languages from Mantle? Targeting the same shader & all type of HW, the differences could be pretty slim, and optimization rules the same.
Now without Mantle, the dev would have to convert that graphic code into DX or Open GL. Wasting quite some time and resources and, quite significant, losing optimizations. If a very similar graphic environment is available on the PC, the dev wouldn't have to do that extra work and would have a better end result. And that environment is Mantle.
Some questions arise though - not all GCN devices are equal (290x vs HD7750), and will become less equal as GCN evolves. Well "under" Mantle there is a thin driver to ensure compatibility. Like there are (quite fatter, I presume) drivers for Direct X and OGL.
And why would devs be interested in "playing the Mantle card?" and not just keep business as usual?
Well, for two things: if Mantle allows them a degree of control and performance that no other "language" allows and if it actually helps to automate the porting between platforms.
According to the testimony of the Dice guy Mantle can have a significant impact and was build with the developers and their requirements in mind. It has HLSL "hooks".
And so far, as said, details are scarce, and the devil lies in the details. So it is a bit of "wait and see" before any conclusion can be drawn.
That is the way I see it - although my actual knowledge of graphic pipelines and engines is far far far too lacking to make any solid analysis of viability/evolution.
Regarding the main question if ED should/would support Mantle, it depends on how easy it would be to incorporate it in Cobra engine and what impact it would have on the game graphical performance. As we know neither of this elements, we will have to wait for FD to say something, although I think they also can't say anything about either question so far.