Mantle is dead. Long live Vulkan.
Mantle was destined to die from the beginning. Giving it away to become incorporated in Vulkan is a big advertisement and public-image booster, and as others alluded, it helps AMD's flailing CPU division somewhat.
Make no mistake, I could care less about beating the wardrums of AMD or Nvidia. But it's good for all of us to have a healthy AMD. Heck, perhaps it was good to have an AMD cornered by ravenous beasts, because the gaming community at large is getting Vulkan out of the deal.
As was said, obviously Mantle cannot be 100% Mantle on all platforms and architectures. Mantle was coded for GCN. If it is to work on Nvidia, Intel, PowerVR, etc etc etc, then certain features of Mantle had to be abstracted or outright removed.
It's clearly the only way you can tackle that objective. But the meat of what mattered in Mantle appears to be fully featured in Vulkan.
As others have clarified, this makes Vulkan a fork of Mantle as opposed to a clone. As I explained, an outright clone was impossible, and AMD basically gave it away with the full intent and assumption it would be "forked." AMD knew it could be improved upon even if it were only intended for GCN, that was why it was still in active development. Now they start from the point where it is a universal API, and will continue to be improved upon.
I don't care if AMD gets any promotion out of this. Vulkan is good for us. Plain and simple. Mantle ran well, and so to will Vulkan. And Vulkan will be everywhere unlike Mantle by the very nature of its core.
This is a good thing, all around.
It's a DX and OpenGL market, round 2.
I wonder if this iteration of "OpenGL", now known as Vulkan, will have a stronger PC marketshare than past versions of OpenGL. It was never a very successful API on the Windows platform, because DirectX tended to perform better and have more features. One might say DirectX 12 might still be a touch better, but that will take time to truly determine. But if Vulkan takes over for Linux, OS X, Android, perhaps even iOS even though Metal is there to compete, that definitely means there will be at least SOME Vulkan-specific games available on Windows.
I doubt developers like DICE will continue a dual-API approach, so I wonder if they will dedicate resources to Vulkan as a cross-platform development goal, or if they will focus on DX12. I may be wrong and they will do both, but that seems silly. Adding Mantle right now is a bonus because it is lower-level than DX11, but of course it is not universal so they cannot ever scrap DX11. But now if Vulkan is universal, I'll be curious to see where this goes.
For sure, a few EA studios (DICE and Visceral) now have Mantle experience, as does Crytek. Frostbite may not even be used outside of EA, but CryEngine does get used outside of Crytek. It will never be as popular as Unreal Engine, but I wonder if any of this experience will translate towards a desire to focus development with only Vulkan.