
2014 saw the announcement of APIs such as DirectX 12, OpenGL Next, and Apple’s Metal, all of which would implement similar ideas for similar performance reasons. While AMD was the first such company to publicly announce their low-level API, they were not the last. The impetus: with a low-level API, engine developers could achieve better performance than with a high-level API, sometimes vastly exceeding what DirectX and OpenGL could offer. Dubbed "Mantle", AMD’s in-house API for their Radeon cards stripped away the abstraction and inefficiencies of traditional high-level APIs like DirectX 11 and OpenGL 4, and instead gave developers a means to access the GPU in a low-level, game console-like manner.

About a year and a half ago AMD kicked off the public half of a race to improve the state of graphics APIs.
