Your “Rules of Thumb” are so broad, they actually contribute more to people misunderstanding the differences between DX11 and DX12.
People would be far better off reading something like https://www.hardwaretimes.com/what-is-the-difference-between-directx-11-and-directx-12 which breaks it down into 3 main differences.
. Better Scaling with Multi-Core CPUs
. Maximum hardware utilization
. Closer to Metal Support
It’s far more than just a glib “rule of thumb” = “DX12 Benefits CPU”.
It’s also extremely dependent on developer skill in implementing & optimising DX12 on a per game basis, hence the amount of work going on to optimise it.
TLOD - Increases load on CPU
I’ll also take issue with this. According to other performance tests, while it’s weighted to CPU due to LOD loading++, it impacts both CPU and GPU, especially when you start pushing it over 150 or so.
ref: [HOW-TO] Graphics Settings and Performance Guide (SU12 Update) (7/26/2023)
Depends on your type of bottleneck scenario too.
“Rules of thumb”, if you are going to use them - especially for technical debugging, need to be accurate to be useful.