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."