I think we have 2 sources of comparisons between openGL and Metal on the Mac: GFXBench and WoW. In both, Metal is much faster than openGL (especially on GFXBench Manhattan). So current evidence suggests that Metal will make Deux Ex run better.
And I don't see why the complexity of a game should reduce the performance gaps between the 2 APIs. The more draw calls you have per frame, the bigger the gain, unless you are not CPU-limited.
Someone mentioned Vulkan. While it would be cool to have it, Metal is not a waste of time. At least it is well designed and "easy" to use.
Metal is super simple and very, very clear.
http://aras-p.info/blog/2015/03/13/thoughts-on-explicit-graphics-apis/
See what others have to say about Vulkan/DX12 from a developper point of view.
https://twitter.com/TimSweeneyEpic/status/628713913094422528
https://twitter.com/Tojiro/status/628664374408839169
GL -> Vulkan is like complaining that your Prius is too slow, so someone gives you all the pieces of a Ferrari.
Since Feral are not Engine developers, porting a game to Vulkan would have been too big a task for them, possibly. Will the Linux version of the game use Vulkan? I don't think so.
EDIT: quoting a slide from a Unity Dev:
•Metal:
–Much less code than in GLES 🙂
–Much faster than iOS GLES 🙂
•DX12:
–Similar amount of code to DX11
–Much slower than DX11 🙁🙁🙁
Granted, it's about Metal on iOS not on the Mac, but clearly it shows that Apple did a good job.
OTOH, Metal on the Mac lacks features, namely geometry shaders, but the architecture of the API and potential performance gains are nothing to sneeze at.
[doublepost=1475044828][/doublepost]I'd like to stress that while many have talked about Metal, namely Blizzard, Aspyr, Unity and Epic, Feral had remained silent. Yet they may be the first to port such a graphically intense game (not just an game engine) to Metal. Kudos to them.