First of all, VR is a different kind of workload, and LiquidVR is a software solution built around Mantle, so most of the advantages are comes from the upgraded Mantle API, and not from the hardware. Even if another IHV will have the hardware for VR, they won't allowed to use Mantle and LiquidVR.
The in-order logic won't be a big issue in the first round. It can be an issue later, but there is a huge difference on what an API+hardware capable for, and how the devs use it. Most engines are not designed for D3D12, so in the first round the primary focus will be a new engine structure for the new APIs. In this aspect most devs will ensure some backward compatibility with D3D11, and in this case most multi-engine solutions won't use more than one compute command queue. This is more or less a safe way to start with D3D12.
NV just use a more limited hardware solution than AMD. Their hardwares are less stateless, and this means some synchronization strategies will be non-optimal for them. In worst-case scenarios it may harm the performance.
I think the multi-engine feature is one of the most useful thing in D3D12, but most of the time we talk about theories and not practice. With consoles and with Mantle an async shader solution is easy, because the program will target a single hardware or some very similar architectures. With D3D12 a multi-engine implementation must target a huge amount of very different architectures, and it is unknown that it will work or not. Things can get even worse with undocumented architectures, like all Geforces. Luckily D3D12 has a robust multi-engine solution where graphics is a superset of compute, and compute is a superset of the copy engine. This means the program can use the best engine for the actual pipeline, but the driver can execute it differently. For example a compute pipeline can be loaded in to the compute queue to execute it asynchronously with a graphics task with the correct synchronization. It may run faster, but may not, and there is a minimal chance that the async scheduling will affect the performance negatively. In this case the IHV can create a driver profile for the game, and the compute pipeline can be loaded to the graphics queue.