"Poor performance in Vulkan"? The benches I saw mostly showed Maxwell and Pascal GPUs having measurable gains with Vulkan, just not to the extent that AMD did.
The benches you saw were not an accurate depiction of the performance then, because before NVidia published the 372.xx drivers, the Vulkan path had lots of stuttering and frame lag to the point where it was unplayable. I mentioned this early in the thread.
In any case, it is nice to see Nvidia getting more performance out of Vulkan with Pascal and Maxwell at least. One thing I like about these benchmarks is that it puts to bed the idea that Nvidia's OpenGL driver was just so good that Vulkan really only offered a marginal improvement, and Vulkan's performance leap on AMD cards was representative of what AMD's performance should have really been if they just had proper OpenGL support. I've seen people try to downplay DX12/Vulkan as just an attempt by AMD to shore up their crappy driver support, and these benchmarks prove that no, low-level APIs offer considerable improvement to Nvidia GPUs, too.
I don't know who told you that idea, but OpenGL itself has terrible CPU optimization even when compared to DX11, which means that in the more CPU dependent areas in the game, performance would suffer. If people weren't expecting much of a performance boost with Vulkan, it was likely because Doom itself isn't very CPU intensive with the exception of certain areas..
One particular exception I've already noted. The beginning of the Argent Tower level runs very poorly on OpenGL, because with Vulkan I got a massive
150% boost in framerates, which is almost obscene!
Nvidia hardware still doesn't support asynchronous compute in the way AMD does, so there's no guarantee they can use it for the same kind of boost in a game like Doom.
When are AMD fans going to get it.. Asynchronous compute has no specific implementation. AMD's implementation is no more right than NVidia's.. If asynchronous compute doesn't give Pascal a boost in Doom, then it's because ID failed to optimize it properly..
However I do doubt that NVidia will get
as large a boost in Doom as AMD, but that's because Pascal is less likely to have as many execution bubbles as GCN at any given time.
And shader intrinsics are an AMD initiative made easier by the fact that they can be ported over from development on the GCN hardware in the PS4/Xbone. So who knows if Nvidia will even bother with that.
Shader intrinsic functions aren't an AMD initiative. They are a consequence of low level APIs finally being able to expose and make use of these advanced GPU features that have been there for years. NVidia already updated NVAPI to support shader intrinsic functions, and Vulkan will implement them just like they've done for GCN.