I did say that the benchmarks were for iOS and Mantle respectively. I'm saying these are the improvements that other OSes have gained by switching to a low-level API from a higher-level one. I think it's reasonable to expect similar results from Metal. I don't think anyone knows the actual OS X platform overhead of OpenGL besides the OS X OpenGL developers (of which there are few). I think that 10% is actually a good baseline improvement that we should be expecting. I just wanted to set some realistic expectations of how much we should be expecting from the Metal change in terms of performance, not 10x improvements that Apple is advertising.
Unless you're gaming on a low voltage Mac (MacBook or Air) or playing with low quality settings, I don't think the game is going to be CPU limited anyways. Sure you'll gain some performance from reducing the CPU batch and feeding the GPU more (10% for platforms that have had the switch so far). The fact is that most games are not frame rate limited based on this metric.
From what I understand, most games use a double-buffer rendering pipeline. So while the GPU is processing the current frame, the CPU works on the next frame. Let's say that it takes the CPU 10ms to run game logic and 6ms to create the rendering buffers. Then there is a frame time to transfer new vertex, texture, and shader information to the GPU which say takes 2ms. Then the GPU will process the vertex information to render the current frame's rasterized image which can be a basic 2-stage process of vertex and fragment shaders. Let's assume that this gpu rendering takes 18ms. So in total the CPU and GPU wait time is about 2ms, the GPU takes 18ms to process so in total the frame's time is still 20ms. This is a 50 frames per second rendering situation regardless of how much you reduce that 6ms batch time. The performance improvements of Mantle and Metal on iOS (10%) I assume are at the driver level and being able to being fed instructions from the CPU in a more efficient manner (the 2ms time from above). The good news about reduction in batch time is that NEW games can spend more time on game logic (physics, AI, etc.) or sending more geometry batches without risk of reducing the total frame time. Or the CPU can just relax while the GPU is processing, thus reducing battery consumption.
Anyways, my goal was to set some reasonable expectations for performance increases not claim that I have developer knowledge of the overheads of OSX OpenGL vs Metal. Although to be honest, my reason for being here is to see if I can acquire some.