Gears of War 4 devs talk about Async as well as other features :
http://www.eurogamer.net/articles/digitalfoundry-2016-gears-of-war-4-tech-interview
http://www.eurogamer.net/articles/digitalfoundry-2016-gears-of-war-4-tech-interview
Digital Foundry: Followers of the UE4 blog might note certain additions specific to Xbox over the past year - might we be able to expect some of those for Gears 4 (or even added because of Gears development)? For example,. async compute for reflection environment and SSAO passes, distance field shadowing/AO etc...
Mike Rayner: Yes, we are leveraging async compute heavily with Gears 4 - for SSAO and for reflection environment apply passes to confirm a few. We adopted async compute early on and learned how to extract significant gains from it. It's designed to allow for squeezing the last bits of performance out of the GPU and that it does well, when applied right.