I'm hoping a reviewer with a proper understanding of the technology can do a proper OS-level inspection of where NV has made the changes. Are they sending more work to more CPU cores? Are the big improvements assuming big CPU's to help? OR is it truly an efficiency gain, and if so, why did it take this long to find that improvement?
I mean, this sort of driver revelation two years ago would've been slaughter to AMD's hopes with the 7000 series.
Even if a reviewer had an understanding of the tech, much of what the driver is going is likely hidden without reverse-engineering some of it.
Some of the biggest gains might come from bug fixing, the total war numbers seem so large that there might have been some set of large issues they fixed.
Bespoke driver optimizations can also come into play. Some preliminary reviews seem to show Mantle-enabled and benchmarking games seem to have a higher probability of getting boosts, for some reason.
SLI gets gains, which can happen because there's so much more peak to play with and because multi-GPU is by default a mess.
More intensive profiling by Nvidia could help, and a more exotic improvement would be driver detection of very similar draw call activity. The Star Swarm numbers are an example of an application that hasn't done much optimization and a general desire to do things that sacrifice efficiency with an aversion to batching and coalescing calls for a more mutable engine.
There are DX12 slides pointing to very high reuse of command sequences between frames, and likely many sequences within frames.
Something like that might be much more likely to be more generally useful, if people tried benchmarking more than a handful of games.