Ryan Smith from Anandtech wrote it best:
Moving to Maxwell, Maxwell 1 was a repeat of Big Kepler, offering HyperQ without any way to mix it with graphics. It was only with Maxwell 2 that NVIDIA finally gained the ability to mix compute queues with graphics mode, allowing for the single graphics queue to be joined with up to 31 compute queues, for a total of 32 queues. This from a technical perspective is all that you need to offer a basic level of asynchronous compute support: expose multiple queues so that asynchronous jobs can be submitted. Past that, it's up to the driver/hardware to handle the situation as it sees fit; true async execution is not guaranteed.
But then after AOTS the entire community became obsessed with the idea that when implemented the way AMD has it increases gaming performance. Which is fine but remember the whole complaint was that Nvidia had numerous whitepapers/slides/a statement that said Maxwell supported it (which again is technically true and even useful for some applications) - but because it didn't work specifically in games everyone continues to believe to this day that Maxwell never supported it - which is untrue.
Primitive Shaders have never been implemented in any game. They are not yet even enabled for RX Vega.
Great to hear from Nvidia PR on this. It didn’t work well enough to be worth using. As far as games are concerned it’s worthless.