I now have to incorporate an extra effort in developing to ensure a less than majority of gamers get more performance from my game than those that use strictly DirectX. More time developing, more complexity, more versions, more money spent with no real return on investment.
Big distinction if I'm a developer.
Frostbite 3 will have Mantle baked in for all developers to use from the get-go. Other engines apparently are getting similar functionality if AMD is to be believed.
It should be mentioned that EA is leveraging the Frostbite 3 engine to be used in quite a few of its games - including Dragon Age 3, the next Star Wars game, among many others.
The other issue is that the rumor is - Mantle is very similar to the APIs used on the next generation consoles. If that is the case, that could very well increase the adoption rate by quite a bit - and that would separate it from "glide status". If anyone here remembers, Glide was created circa 1996 when there were zero standards. There was the rendition verite, there was 3dfx, and there was powerVR and THEY ALL had different rendering APIs. I'm sure i'm missing a few other APIs as well - Direct3D made sense then because there were 6 competing APIs which had nothing to do with the then-released consoles.
As compared to now? There is one API, D3D, and there are the consoles. Presumably, the next-gen consoles will be using APIs similar to mantle since AMD has "control" over the hardware, so to speak. That is the critical difference here and where Mantle distinguishes itself from glide - these are different times, there are not 6 different APIs competing with each other; there is just one. If Mantle is indeed being used in the next-generation consoles (either of them) it will be huge for AMD. This is aside from the fact that Frostbite 3 will have Mantle baked in for all developers to use - and EA is using frostbite 3 in quite a few titles, not just BF4.
I suppose we'll have to wait and see how the mantle version of BF4 performs, but this has potential for AMD.