What I'm saying is that games are already being optimized differently for consoles.
Or do you think consoles games optimizations are the same as the PC games?
Generally these CONSOLE OPTIMIZATIONS would go to waste because different architectures.
BUT NOW you have optimizations done for AMD HARDWARE in THE CONSOLES.
Right?
They would still go to waste because the game has to be PORTED TO DX.
BUT enter MANTLE.
NOW developers can REuse the OPTIMIZATIONS via Mantle because it is the same AMD ARCHITECTURE in the PC.
So get a mantle WRAPPER in the engine that uses the same language that THE CONSOLES LOW LEVEL API USE (AMD know what language the consoles use since its their hardware the low level API is accessing) and you can use that code.
Of course number of radeon cores, ram size, speed, etc, are also important for low level access to work.
That is why there is a mantle driver to take care of that.
See?
Mantle API that allows code of consoles to be used in the PC and then driver to handle the hardware difference between all the different AMD graphic cards.
People need to understand that the CONSOLES are using AMD ARCHITECTURE.
People need to understand DEVELOPERS do OPTIMIZE via low level APIs for consoles since consoles specs are lower.
It isn't adding code, is reusing code. the only code that needs to be added is the wrapper and that is just a fraction of development.
And if once an ENGINE has the wrapper, all the games using that engine that are optimized for consoles (consoles that use GCN architecture) can reuse the optimizations for the PC - minimum costs.
And people creating engines to license have all the interest into adding wrappers to their engines (they already add wrappers for DX, OpenGL, Xbox, PS4, etc, and now they will add mantle).