Tomshardware interviewed Johan Andersson, and he gave some details about BF4 on the PS4 and Xbox One. He says the CPUs made things challenging, and that they reached 90-95% CPU utilization.
In the future, Dice is going to move more tasks over to the GPU
http://www.tomshardware.com/reviews/johan-andersson-battlefield-4-interview,3688-5.html
Nice find.
He also says they don't have numbers to share re: BF4 Mantle yet:
"
Chris: Okay, cool. I know you mentioned that we were going to start getting to the point where we could talk about performance benefits of Mantle in Battlefield 4. Are we there yet or do we need to keep waiting a little bit longer?
Johan: (Laughs) Yeah, we’re not there yet.
Chris: Okay.
Johan: It's a lot of work just putting all of the pieces together and performance is the thing you get last there. I don’t want to give any numbers that are not fully representative yet either.
Chris: Sure.
Johan: Yeah, we’re not there yet."
(SOURCE:
http://www.tomshardware.com/reviews/johan-andersson-battlefield-4-interview,3688-6.html)
He also says on the next page:
"Johan: I think they can go more and more in that direction. I'm not fully sure; there's also the question of time, when you're able to actually, even if you want to go in that direction, when can you deliver that and get everyone on-board and things like that. That’s a pretty important component. Let’s say if it was only DX that went sort of closer to Mantle, that would definitely be a good thing. But the rest of ecosystem is based on
[COLOR=blue !important][COLOR=blue !important]OpenGL[/COLOR][/COLOR], so ideally you want OpenGL to move in that direction as well, or OpenGL to become something more like Mantle on the lower level.
I think that's really important because the future is not just DX. Sure, it's pretty dominating on the desktop, and we use a DX variant on the Xbox One, but we don’t use it on PS4, we don’t use it on PS3, we don’t use it on iOS, we don’t use it on Android, we don’t use it on Mac, we don’t use it on Linux. Many of these other
[COLOR=blue !important][COLOR=blue !important]platforms[/COLOR][/COLOR] are really important also, and that's where, I think, ideally I really want to have a cross-platform API, so it's not tied to DX, even though DX is today the most important API out there and the one that most of our users are using by far.
Chris: Right.
Johan: Ideally I would like to see a solution that can work on Mac and Linux, and in the future also on the mobile platforms that are moving forward a lot, and are even more constraining about CPU performance and efficient rendering and power efficiency and all that.
Chris: For all those other platforms you're looking to OpenGL and OpenGL ES then?
Johan: Yes, exactly. Microsoft also, of course, they have DirectX working on Windows 8 tablets and Windows Phone, but they have a tiny, tiny market share there. Microsoft definitely does not have a history of
[COLOR=blue !important][COLOR=blue !important]sharing[/COLOR][/COLOR] APIs with the wider industry and things like that, even less than the IHVs have.
Chris: Right.
Johan: IHVs have a better chance of working together with us developers and seeing if we can have an overall cross-platform solution. A little bit difficult challenge overall, but we have to push for what we would like to see out there."