The situation is always evolving, but in short, yes, Radeon's design is friendlier towards machines with limited CPU power with the tradeoff of having less potential when ample CPU power is available. Like I mentioned on the Valley thread, AMD's DirectX 11 driver operates in an immediate context. This means that it issues commands through a limited amount of, and primarily one CPU thread. These commands are then processed by the GPU's hardware command processor itself. It is highly optimized, and thus quite fast, but there are situations where this approach doesn't work as well, notably, when you're talking about Bethesda's Creation Engine games.
Nvidia's driver, on the other hand, is capable of parsing an instance where an immediate context is created, generate driver command lists and defer these commands through multiple CPU threads. This results in an increased CPU load, but significantly higher potential, as it will be able to handle a much, much, *much* higher amount of draw calls than an immediate context would. While a little older now, this is a good technical explanation by Intel, I had been talking about this with another forum member shortly before you joined:
Access tools, tutorials libraries, and code samples from Intel to optimize your games.
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Support for driver command lists is detected by GPU-Z and shown in the Advanced > DirectX 11 tab:
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3DMark's old API overhead test is an useful tool to show the result of this behavior, you will find that NVIDIA GPUs have substantially higher performance in that benchmark, despite that not reflecting in real world applications. Thus, the UL guys dropped support, as it's a very technical tool which does not really serve to compare between different setups. The DirectX SDK samples will also contain examples where this will be quite apparent.
In DirectX 12 or Vulkan, this is irrelevant: they should be significantly closer apart, with NVIDIA's driver again using a little more CPU in exchange for slightly stronger performance if it can be helped, but nowhere near the drastic difference between vendors when it comes to DirectX 11. This is because they are low-level APIs and this abstraction is done in a completely different manner. Also, for the record: Intel does not support driver command lists in their Gen 12.2 architecture integrated graphics (such as UHD 770). Unsure if Arc does, but I would guess it does not either. Would appreciate if someone could clarify.