i disagree
dx12 matured enough, we have very good dx12 games that are actually rather runs good on CPUs
I can get upwards of 40+ fps with PATH tracing (bvh and all) on my AGING 2700x (underclocked to 3.7 ghz, 6 yrs old 3 months later) in Cyberpunk and alan wake 2
(this is one of the hardest place to run in dogtown, heavy vertical dense area with a lot of NPCs + path tracing adding extra BVH load. some small dips below 40 and sometimes shoot upwards of 45+. Overall experience will be over 45 FPS even with such a crap cpu. this just proves how efficient CPU bound rendering is in cyberpunk with dx12)
AC valhalla easily shoots 75+ FPS cpu bound even in city locations (as opposed to alexandria and athens which pushed me below <45 fps constantly with dx11. which means dx12 for anvil engine was a huge upgrade for cpu bound performance considering i was able to get a locked 75 fps in lunden/wincestre etc. (ac mirage is no different, preem cpu bound optimization)
hitman 3 with dx12 has fantastic cpu usage and will easily get 60+ fps with any lowend cpu
despite being a lackluster title overall, halo infinite has decent dx12 experience, im able to shoot for a locked 120 fps as long as my GPU is able
a plague tale requiem runs like a dream on dx12, you will never run into any weird cpu bottlenecks even with mismatched hardware
avatar seems to be doing fine in terms of cpu as well, and another dx12 title
I even managed to hit a FPS range between 50-60 in both ratchet and spiderman with ray tracing enabled on my nearly 6 yrs old aging and bad architecture 2700x. that is just insane. I do not for a second think this would be possible under dx11
dx12 did eventually paid off. some games still have horrible single threadness but they're outliers nowadays (jedi survivor, hogwarts legacy. usual offenders are certain ue4 titles. it just seems like ue4 dx12 is not that good. I'm sure dx12 based ue5 will have real improvements. I already see ue5 games being somewhat light on CPU)