Asynchronous Compute
In what will be a big boon to a number of games, and less so to others, is a restructuring in how Turing handles asynchronous compute. NVIDIA has historically had issues with mixed workloads, long before Pascal, and it was a sore point even when it was introduced with Kepler and somewhat addressed with Maxwell.
When having to switch between graphics processing and compute, such as with physics calculations or various shaders, the GPU would have to switch modes, and this incurred quite a substantial performance loss due to the latency in the switch. Pascal made this switch almost seamless, but it was still there.
Turing on the other-hand, now finally allows concurrent execution of both integer and floating point math. Better still, they can now share the same cache. On paper, this results in a 50% boost in performance per CUDA core in mixed workloads. How this translates into real-world performance will be very different, but we expect to see quite a few games gain tangible improvements from this alone.
Games like Ashes of the Singularity will respond well to the changes, as well as games with mixed workloads, notably those that make use of DX12, but this is something we won’t see the full effect of until later. Generally though, a lot of games will see some kind of uptick in performance just from this change alone.