I don't know why some of you think there's this big pool of compute power that graphics tasks can't make use of but compute tasks can. They look the same to the shader cores.
No, it's not impossible to use all clock cycles for graphics, nor does it mean wasted cycles could have been used on other things. No, there isn't some natural restriction to how graphics commands are submitted that prevent the shader cores from reaching full occupancy. Yes, having a larger number of tasks of a different variety of types may help improve utilization, but that's not an immediate given and it's not right to assume that you're guaranteed to be able to throw compute tasks on top of the graphics workload at zero expense.
No, it's not impossible to use all clock cycles for graphics, nor does it mean wasted cycles could have been used on other things. No, there isn't some natural restriction to how graphics commands are submitted that prevent the shader cores from reaching full occupancy. Yes, having a larger number of tasks of a different variety of types may help improve utilization, but that's not an immediate given and it's not right to assume that you're guaranteed to be able to throw compute tasks on top of the graphics workload at zero expense.