I suspected as much. This is a very draw call heavy way to do motion blur because its applied per object. Its more accurate than screen based motion blur. Its basically impossible to do this with DX with that many objects by calling on them all individually, you would need to batch them together. That would actually perform better in all cases (but be less accurate).
I think this is a classic example of the sort of problem you get comparing the two APIs. You would never choose this algorithm for DX, it makes no sense to spend 5k draw calls just motion blurring 5k objects when the impact of the effect is going to be minimally better than a much cheaper effect. The GPU can do it but the CPU is going to struggle. Its both a good reason for Mantle but also a bad choice of algorithm for a benchmark, because its obviously not something you would do on DX at all.
I understand the argument but the oxide guys said at the q&a at apu13 that right now using dx you are in a situation eg asking your creative artists to stack multiple textures together for no logical reason! Thats the reality. Not fancy blur.
We are severely drawcall limited for rts games. There is no other way around it. How can we actually debate it? We have all known for years it was a serious limitation. The one actually defining what could be done in a rts. We all agreed...
until mantle arived and practically removing this limitation with the cost of 2 man months for swarm.
Then suddenly there is all those long arguments with whining. For ones we could get radically better rts games and then people cry instead of saying its great.