I also thought about the fact you can mix and match vendors in dx12 (if programmed for?). So you could always have an AMD and Nvidia card, SLI/XF for general games, disable one card or the other for your red and green games. Again, thats something that I believe will have to be programmed for by devs so it could be another hassle, but its an option.
It just makes things way more complex for developers. E.g., you have GCN 1.1. and 1.2cards that have good ASYNC compute for small task sizes due to better fencing and barrier implementation, but Maxwell does better for larger compute chunks with lower overhead. GCN 1.1 has very poor tessellation, GCN 1.2 moderate tessellation and Maxwell very good tessellation. If you develop a game with different async compute needs and different tessellation needs you now have some complex pick and mix scenario depending on what combination of hardware exists. And combining the different rendering capabilities into a single coherent frame is no simple tasks either.
I think the most likely scenarios are :
A) A developer doesn't care much at all about architectural optimization and if they do support mixed hardware then performance will be all over the place. The developer wont care, but the option will be there and some people might be lucky with good performance.
B). Games exploit the intel/amd IGPU to do some compute tasks, or something like shadow computation. OS everyone with iGPU gets a small but pleasant game
C) As B but using 2nd GPU forma different vendor.