A thing that's been bugging me for quite a while is this, why does Battlefield Hardline look the same with DX11 and the Mantle API, sure one would say why the hell not but isn't mantle and directx 12 aiming at more detail...? along with some other things. Mantle API was first introduced in Battlefield 4 with a patch, it did reduce cpu overhead, for me on my Q9550 and a HD 7970 it did a great job, cpu usage went down and gpu struck the 99% like nothing. But there had to be more to it, when i learned about Draw calls, the objects being drawn on the screen at the same time, I thought, my god this is it, supertesselation or something. And then nothing happened in BF4 game sat at the same visuals, just cpu bottlenecks were removed. But whats the case with Battlefield hardline, why does it look exactly the same while switching between both API's, if DX11 can do 1m draw calls and mantle can allegedly do 10m, doesn't that mean that the draw distance can be 10 times bigger, or if not the draw distance then the tesselation on objects to be way denser, or if not that then the objects themselves to be a lot. What bugs me the most is the fact that nobody has mentioned this yet, like, people saw what DX12 and mantle can do on the API overhead, a test with draw distance, so why didn't anyone think about the same thing being applied to current existing titles that have mantle on them.. Any thoughts on this?