after thinking about thinking about this for hours and now i understand that this was always the plan from amd from day one.
they actually single handedly created the one and only API of the future, for the benefit of all of mankind but knew that leaving it named mantle would only prevent 80% of PC gamers from ever having the chance to be changed for life because evil nvidia would block mantle from ever being used on their cards.
So AMD sacrifices mantle.........but that's just what they want nvidia to think. See, all the signs are there,
Vulcan and mantle, they both have 6 letters. Think about it? The odds of that are astronomical and it is really just a sign to reach those who can see.
Then there is another clue, which describes the true reason behind all of this.
MANtle + vulCAN
MAN-CAN.
Its the secret message to describe the true API of the future, the ultimate token to unite all gamers under one perfect API of all time.
Man can.
Nothing can stop the will of man when he really sets his mind to it. Not ocean,, not sea, and not even space. Man can prevail and unite. The world comes together under a single most perfect API, the API of the future.
AMD created Vulcan so nvidia users would finally experience the sophistications of a modern api, it is mantle for everyone. But they knew as long as it was attached to AMD, people would refuse it, run for the hills to get as far as they could away from it. So for the betterment of man kind, now man can experience the API of the future. All of man can.
Btw, this is a light hearted joke. So please no one get offended.
I know that was in jest, but FYI, it is properly trademarked "Vulkan" so that throws off that little secret message a tad.
Additionally, nVidia could never implement Mantle if they even wanted to, the API is directly written for the benefit of only the GCN micro-architecture. As it is directly written, it is useless to attempt to use it elsewhere.
That said, the idea behind Mantle is solid, and if the next version of OpenGL is essentially a platform-agnostic version of Mantle, well, that's basically a win for everyone.
To be fair, I hope they really do well, because I was frankly never too pleased with OpenGL in the past. Engines that utilized it always seemed to have this "character" to them that I was never fond of.
Then again, perhaps I simply hate the appearance of iD Tech engines. I haven't checked out anything like CS or Half Life in an OpenGL environment. I'll have to do that someday, load up Steam under OS X once I have it working again on my desktop, see how that engine under OpenGL compares to the DX version.
As for Nvidia, they'll have plenty of ways to utilize the same kind of power as Mantle through DX12. I don't expect Vulkan to have much on DX12 as a universal API, but I wonder if there will be any vendor-specific coding to help games coded for Vulkan perform the same on GCN as one would under Mantle. Obviously Nvidia wouldn't have the same "comparison" possible, but vendor-specific instructions may yet be possible. I have no idea if any of this will and or can even happen at the API level for the universal API types. Actually, that may rest on the shoulders of game developers if the API is sufficiently closer to the metal.
I guess, in the end, regardless of how it all shapes up, we all win. Both of the old mainstays, DirectX and OpenGL, will be giving the entire gaming community what AMD had managed to give their users a little bit early.
I suspect Microsoft had their hands in the mix when it came to developing the bare metal approach, equally alongside AMD, but even as a fan of Nvidia products (who was "forced" into buying AMD thanks to the 970 fiasco and an absurd level of impatience

), it does seem to me that AMD has directly and significantly contributed to both DX12 and Vulkan, and is to be thanked for helping to push this development style to the forefront in the coming years.
I wonder how well Vulkan will translate to current GPUs. Much like DX12 and previous iterations of OpenGL, not all GPUs will be compatible. Will there be software emulation for different features that an architecture cannot handle natively? Will we have to wait until the next GPUs are available that are specifically designed to natively support Vulkan?
It seems 2015 is shaping up to be a pretty significant year for PC gaming, at least it will be seen that way in history. Whether we have anything by the end of the year to take advantage of all this remains to be seen, but having it available to developers is a major step forward from the era of abstraction-level APIs. To finally be reaching non-vendor-specific "bare metal" APIs is a major step forward, and now there is the groundwork to improve upon the formula and perfect the APIs.