Earlier quoted context omitted.
The team that developed Mantle got ignored by AMD management, who then left and subsequently got hired by Apple to develop Metal. Vulkan's release was held up for over a year by AMD management and red tape, which was by then already a year later than Metal's release.
None of that matters one iota. I'm not going to spend valuable time and resources on a non-standard graphics API for a platform with anaemic graphics hardware. Instead, I'm going to target Windows and Linux with Vulkan or OpenGL. If I do support MacOS, it will be via MoltenVK, and it will be a second tier platform. From my point of view, by dropping standard OpenGL they have turned their platform into a second-class…
OpenGL and Vulkan only happen to work on Windows via the ICD driver model introduced in OpenGL 1.1, which Microsoft hasn't yet bothered to remove.
Instead they aren't supporting it on UWP and Win32 sandbox model, which only allow DirectX.
Microsoft's way forward is also to build OpenGL wrappers on top of DirectX like ANGLE.
https://github.com/microsoft/angle/wiki
https://devblogs.microsoft.com/directx/in-the-works-opencl-a...
And then there are the game consoles.
Khronos has just messed up providing SDKs that are at the same productivity level as commercial APIs.