I hate to poo-poo this because the gains of D3D12/Mantle and the like are legitimate, but this is a poor example. Clearly the only CPU bottlenecked cases there are on the very highest end GPUs, and all of them already run the game >60Hz. Unless you're on a 120Hz monitor, these performance differences are irrelevant.
Real gains are when you take something that wasn't hitting 60Hz (or 30 maybe, depending on the game type) consistently and make it do that. Unfortunately Mantle has no real effect on any of the setups that aren't already fast enough.
This is really why stuff that supports both Mantle and DX11 is never really going to be ground-breaking IMO... you can't do any of the crazy stuff if you need it to still work decently on DX11. From that point of view I think DX12 is a lot more relevant as it covers a broad enough range of hardware that in the near future people can start thinking about targeting it as a baseline.
Absolutely I don't think they are "intentionally" sabotaging anything, but you can't deny that people working on Mantle drivers are by definition not working on DX drivers In the case of stuff like driver engineering, more people really does just directly allow you to address more games, so there is a cost to splitting your focus, even if it's a small one. For my part, I just hope AMD is taking DX12 as seriously or more seriously than Mantle in terms of development timeThere's no proof and I don't speak for AMD here, but by my observation the answer is no. Separate people work on Mantle, DX and OpenGL and their goal is to make their respective driver perform as well as possible.