It all depends on what you define as "achieving 2x speedup". Does it have to be every application? Every game? 90% of games? 50% of games?
If the application is not vertex shader limited, you're only talking about sharing render targets and some texture data.
I tend to think this is the case 99+% of the time
With unified shaders you're rarely vertex shader limited, but you can very easily be setup limited. One triangle per clock just isn't good enough to make poly count a non-factor for scaling.
Now, are you talking about AFR or SFR? With AFR, it doesn't really matter if the game is vertex/triangle limited or not. Scaling is only hampered in terms of losing space and needing extra memory transfers.