DirectX 12 explicit multiadapter will make it straightforward to offload the tail of your frame to the integrated GPU. As integrated GPUs are present in almost all PC processors (both Intel and AMD), I expect many developers to support this.That's the one thing I don't like about these new CPU's. Too much GPU. Don't get me wrong, the GPU performance is amazing if that's what you want but more serious gamers are going to be getting a DGPU. But look at that die shot, it seems about 2/3rd of what I'm paying for in the CPU will actually never be used by me.
Unreal Engine preliminary results:
http://blogs.msdn.com/b/directx/arc...rmant-silicon-and-making-it-work-for-you.aspx
DirectX 12 will also greatly reduce the CPU usage (driver overhead) of rendering code on PC. You will no longer be limited by a quad core CPU in any current generation console port (even at high settings + 60 fps). I would say that the integrated GPU is more useful than the 4 extra cores in games/engines that support DirectX 12 explicit multiadapter.
Unfortunately, my pessimistic assumption is that many developers are sticking with DirectX 11 for their PC ports. This is going to cause problems. The draw call submission threads overloads one CPU core, the other graphics thread that prepares the draw calls to a linear list (culling, etc) takes another core (or is spread around multiple small tasks that take roughly that amount of total CPU time). The graphics driver overloads 1-2 CPU cores and there's not much left for the game logic, AI, destruction and physics. Let's see how it goes