AMDs OpenGL drivers are quite bad. Nvidia on the other hand invests heavily on OpenGL. The difference is even larger than in DirectX 11. Now with Vulkan and DX12 the developer basically writes the biggest part of the traditional driver. Of course this brings AMD and Nvidia closer to each other.We've seen how GCN still benefited greatly from Doom's Vulkan even with Async disabled, so does these benefits come from merely relieving the CPU overhead?
I think Shader Intrinsics are projected to become part of SM6, are they not?
A bad driver doesn't only use more CPU cycles, it doesn't utilize the GPU as well as a good one. A good driver for example can analyze the resource write->read dependency chains to reorder & overlap work (in the same queue). Resource barriers (DX12 and Vulkan) allow the developer to define these resource relations themselves, and perform the transitions in a way that minimizes the GPU idling. I would guess that Nvidia's driver does runtime analysis to perform these things automatically in OpenGL and DX11, resulting in GPU gains (compared to AMD drivers), but at the same time using considerable amount of CPU cycles. Nvidia's DX11 driver has many worker threads doing lots of stuff in background. Who knows how complex optimizations they are running at background.
With DX12 and Vulkan the developer can finally state their intention. The driver doesn't need to be guessing and doing heavy runtime optimizations that eat lots of CPU cycles. This is a big gain for limited TDP platforms such as laptops, mobiles and consoles. And personally I believe that drivers using up to 2 Skylake cores aren't a good lasting solution for desktops either. I'd rather see those CPU cycles used for something else.