Two new implementations is expected to come soon that will be a boon for PC gamers. Following Mantle API, DirectX and OpenGL will start offering low-level access to provide more efficient ways of programming graphic grads. This will help to reduce the CPU overhead in Direct3D and OpenGL.
AMD implemented low-level access for Mantle API for the same reason, and it wasn't that long ago when first Mantle-based games have started rolling in. The announcements are expected to come up during Game Developer's Conference 2014, but the session of GDC has given a good deal of information.
One of the sessions has a title 'DirectX: Evolving Microsoft's graphics platform' which will be talked by Anuj Gosalia, Development manager for Windows graphics.
The following was the description about the move their plan with DirectX:
For nearly 20 years, DirectX has been the platform used by game developers to create the fastest, most visually impressive games on the planet.
However, you asked us to do more. You asked us to bring you even closer to the metal and to do so on an unparalleled assortment of hardware. You also asked us for better tools so that you can squeeze every last drop of performance out of your PC, tablet, phone and console.
Another session with the title 'Direct3D Futures' will be presented by Mac McMullen:
Come learn how future changes to Direct3D will enable next generation games to run faster than ever before!
In this session we will discuss future improvements in Direct3D that will allow developers an unprecedented level of hardware control and reduced CPU rendering overhead across a broad ecosystem of hardware.
If you use cutting-edge 3D graphics in your games, middleware, or engines and want to efficiently build rich and immersive visuals, you don't want to miss this talk.
Keynote about OpenGL will be conducted by a team of AMD, NVIDIA and Intel titled 'Approaching Zero Driver Overhead in OpenGL'. The description has the following message:
Driver overhead has been a frustrating reality for game developers for the entire life of the PC game industry. On desktop systems, driver overhead can decrease frame rate, while on mobile devices driver overhead is more insidious--robbing both battery life and frame rate. In this unprecedented sponsored session, Graham Sellers (AMD), Tim Foley (Intel), Cass Everitt (NVIDIA) and John McDonald (NVIDIA) will present high-level concepts available in today's OpenGL implementations that radically reduce driver overhead--by up to 10x or more. The techniques presented will apply to all major vendors and are suitable for use across multiple platforms. Additionally, they will demonstrate practical demos of the techniques in action in an extensible, open source comparison framework.
Judging by the descriptions, one can easy understand that these talks will most likely emphasize providing low-level access, judging by words such as 'direct control' of hardware and 'lower CPU overhead' which AMD Mantle already does. Since it involves OpenGL which is a collaborated effort, its more than likely that the implementation of this setup will be available for all the GPUs: discrete and onboard.