Why can't mantle do that? Being able to perform a ridiculous amount of draw calls will allow them to put more objects on the screen. Since they can't add random crap that doesn't exist for nvidia hardware they would logically just push the draw distance much further to use up that extra CPU power.
Yes, you can add more objects to the screen, but everything that's on the screen has to go through the GPU, and depending on your hardware, performance will be severely impacted if the GPU is rendering more than it's able to.
So there has to be limitations for the sake of the GPU. That's why modern engines all stream data, so that things like LOD and draw distance can be carefully controlled, whilst still retaining vast open areas and Worlds..
As far as I know, Mantle by itself will not make the GPU render things faster or more efficiently. It's purely a CPU solution, so any performance increase comes from the CPU being able to send data faster to the GPU.The additional GPU performance from mantle could push the lod distance further out. That is really the only thing they can do with the added performance in an fps game that doesn't really need more draw calls
Mantle should only be able to increase frame rate in CPU limited situations, just like DX11 multithreading. In GPU limited situations though, there probably won't be any increase in performance.
You must definitely have some sort of limitation going on in your system. I tested this myself, and I couldn't find any relation between FOV and draw distance.In bf4 if you increase your fov your draw distance is drastically lowered. They have made some big tradeoffs in the name of performance.
I play BF4 at FOV 90 1440p maxed settings, and I have no pop in issues. Increasing the FOV puts more stress on your system components, including the GPU, CPU, VRAM and system memory as more is having to be rendered.. So if something isn't carrying it's load, then you may conceivably get more pop in by increasing the FOV.