I like the way you slipped in a backhanded compliment, almost as if posting an objective comment, and then immediately resorted with this myopic anti-AMD fud.
You sound angry. Why is that?
But I'll have to correct you; Mantle has inspired and evolved into two of the most radical graphics APIs in history.
Please stop spreading misinformation. DX12 was in development years before Mantle even existed.
As for "radical", the industry used to code to the metal years ago. It was called DOS and Assembler. Was DOS "radical"? How about x86 assembler?
And more importantly, to claim DX12 will be "always be a drop in the bucket" compared to DX11 is frankly stupid. It's a willingly shortsighted claim (unless you really mean forever?), and since people come to forums like this for information they need to know this.
On Windows DX12 will gain about as much traction as PhysX did, Vulkan even less so. Generally speaking only the biggest AAA engine houses will be able to afford the resources to properly code for DX12. Windows has
thousands of games released for it every year, including huge numbers of indie games written using garbage-collected C#/.NET. The industry has been moving away from low level APIs for years.
Even if we take what we have so far, about half of DX12 games have been a shocking failure, running slower and/or buggier than DX11. The mantra "things will get better" doesn't hold given the hardware is ever changing, and DX12 paths will need constant app-side patching to maintain performance advantages for new hardware. Almost every single Mantle game now runs slower than DX11 on newer AMD hardware, yet it's quietly swept under the rug.