[0] http://mjg59.dreamwidth.org/26254.html [1] http://mjg59.dreamwidth.org/27327.html [2] http://blog.martin-graesslin.com/blog/2013/05/mir-in-kubuntu...
Fabian Giesen: https://twtter.com/rygorous http://fgiesen.wordpress.com/ -- RAD Game Tools
Sean Barrett: https://twitter.com/nothings -- ex-Looking Glass, now RAD Game Tools
Brian Hook: https://twitter.com/GrumpyHook -- ex-id Software, now RAD Game Tools
Romain Guy: https://twitter.com/romainguy -- Google (Android)
John Carmack: https://twitter.com/ID_AA_Carmack -- id Software Founder / Occulus VR CTO
Johan Andersson: https://twitter.com/repi -- Technical Director on Frostbite Engine at DICE (Battlefield Games)
Dave Moore: https://twitter.com/dmmfix -- RAD Game Tools
Tom Forsyth: https://twitter.com/tom_forsyth -- ex-Valve (?), ex-Intel, now at Occulus
Graham Sellers: https://twitter.com/grahamsellers -- AMD
Matthäus G. Chajdas: https://twitter.com/NIV_Anteru
Christophe Riccio: https://twitter.com/g_truc -- ex-Imagination Technologies, ex-AMD ?, now indie?
Robert Menzel: https://twitter.com/renderpipeline
Morgan McGuire: https://twitter.com/CasualEffects
There's a significant amount of overhead in the existing OpenGL API, which currently can only be mitigated somewhat through vendor-specific extensions. But extensions alone aren't sufficient to address some of the serious issues that the OpenGL API has today.
OpenGL forces you to maintain a tremendous amount of state information that significantly increases overhead.
John Carmack and many others have explicitly mentioned this in past discussions.
While I'm horrified at the idea of revisiting the days of 3DFX glide and installing my own client ICD into a game driectory, if Mantle drives the OpenGL ARB to start seriously addressing those issues and increases competition, then I'm all for it.