So, picture a few different programs, all single threaded.
Program A is totally application CPU-bound. Say a fractal generator cranking out texture animations to play back on some spinning quad. 95% application-work, 5% driver-work. MT-GL won’t help (well it might help 5% by getting that driver work to run concurrently instead of in-main-thread). Restated, the app was not being held back significantly by the driver work taking place.
Program B is the opposite of A, how about a fancy Pong game using OpenGL, except it doesn’t do very good state control, switches shaders too often, basically does a lot of stuff incurring CPU work in the driver. Say it has the opposite ratio of work - 5% application, 95% driver. MT-GL won’t help much here either; a 5% benefit again.
http://en.wikipedia.org/wiki/Amdahl's_law
Now, consider Program C: say its work balance can vary drastically depending on what is going on - it might be 80% app and 20% driver, or in some really rough situations it might be 50% app and 50% driver. Scene dependent.
Program C’s benefit from MT-GL will therefore also vary between 20 and 50% reduction in clock time assuming the application thread avoids making any calls that result in synchronization between the app side and the driver side (queries, readbacks, a few other cases).
Thus the “up to 2X faster”… in some weird cases maybe even a little better than 2X when you have less cache contention going on between app-land and driver-land. “2X faster than what?” -> in comparison with the same scene rendered with MT-GL off.
I haven’t seen any claim from Apple saying that this technique is novel or unique to OS X.
If you have WoW on OS X (Intel Mac dual core) you can flip the MT stuff on and off in-game:
/console glfaster X
where X = 0, 1, or 2
0 = off
1 = MT on but with a bit of frame throttling
2 = MT on, no throttling, some mouse lag can occur.