The changes come from the work nvidia/intel/microsoft have been putting into DirectX 12, key area's in the driver were identified for optimisation which would have a downlevel effect and have been implemented with more to come.
MANTLE HAD NO BEARING ON THIS.
Changes such as this are not implemented in a 3 or even 6 month time frame, Mantle was not even a fly on the wall when nvidia would have put people to work on this.
Anyone else confused about the shader cache option? Why would this increase performance when it saves the data on a disk which is slower than RAM? I can imagine that might be the case if you lack RAM or are running a slow CPU but take 8GB RAM situation with an Ivy or Haswell, you're not going to be in that situation IMO.
The cache(s) is(are) loaded to ram when the driver loads the game it corresponds to.
The data cached is likely the data that is sent to the gpu for rendering after batch/draw processing has been performed by the cpu.
Edited by diceman2037 - 4/8/14 at 5:03pm