It's hard to think that nV hasn't designed Pascal with AC in mind. GCN (and all its public documentation) in the PS4/XB1 and Mantle as an API should have given them the heads up years ago, back in the design phase. We forum goers see this, their engineers more than likely did, much earlier too.
If not, well, it's going to be bad for the green team and their actual 80% dGPU marketshare (at least for the Maxwell part of it, the rest will have to upgrade). Just read how thrilled game devs are at what this feature enables. I don't think they'll let another GF FX debacle happen. But then, s**t happens from time to time, and they've been caught with their pants down twice with Maxwell so far (evidence points to such a conclusion on this particular time, the fact they don't come out to make things clear doesn't help either. This could change once they do.). No, three times with Kepler's performance dropping off a cliff lately / GCN doing some spectacular catch up work to compete with Maxwell and its DX11 prowess.
There's also the gameworks wildcard in the middle, we've seen the detrimental effect it has on games that make extensive use of its libraries for anything other that isn't nV's latest and greatest.
Interesting times ahead with lots of DX12 games in the horizon that have been said by their devs to make use of AC (DX, TR, etc). If I owned a nV card, I'd start to worry if the AotS situation repeats in those under DX12 mode. DX11 performance will probably be fine, though, yet I don't know if what's enabled by AC in these games will be available under DX11. Real, built from the ground up for DX12 games that leave DX11 out for good (post PS4/XB1/GCN?) will probably require Pascal or Arctic Islands GPUs (let's hope these do all the DX12 features left out by either camp right now, AC/ROV/CR), but the first wave will be handled by today's hardware. We'll see.