It did create an issue because ultimately the benchmark allowed the video card vendor to decide whether or not to use Async compute.

This is so grossly incorrect that I must hop in.As the article you linked clearly states,There is no way in DirectX 12 to force a card to use async compute. All the application can do is to submit the work in multiple queues, with Compute work labeled as such, which in practice means "this work here, this is compute stuff, it is safe to run it in parallel with graphics. You are free to do so. Do your best!". The rest is up to the drivers.With DirectX 12, video card driver always makes the decision as to how to process multiple DX12 command queues. Benchmark developer cannot force that, short of re-writing the driver - which is obviously somewhat beyond the capabilities of an application developer...It is possible to force a system not to use Async Compute by submitting all work, even compute work, in a single DIRECT queue, essentially claiming that all this work can only be run sequentially, but 3DMark Time Spy does this only if you specifically turn on a setting in a Custom Run that is there so you can compare between the two. All Default Runs use Async Compute.