Now, you do not seem to understand that different kinds of workloads aren't exclusively tied to the same resources on the GPU. DX11 as explained by AMD is serial by nature, one job must finish before the other can start.DX11 is obsoleted, hard, by what DX12 brings. DX12 is a paradigm shift. Async compute is another one on top of it. You have a graphics workload, that now can run by itself using its relevant parts of the GPU, while for example you can now have a compute job running in parallel using other parts of the GPU. Compute means flexibility that the graphics pipeline doesn't give you by its very own nature, you can do whatever you want, basically. Go read any gamedev forum, you'll see the term compute *everywhere*, in lots of scenarios and new possibilities. As software catches up to the hardware, you as an end user get more out of those 2000-4000sp, hundreds of texture units, dozens of ROPs, etc you paid hard earned cash for. They all get to do some more work now, more efficiently, all at the same time. It doesn't matter what color GPU you own.