Directx 12 will do exactly that. Read this What is the Difference Between DirectX 11 and DirectX 12 | Hardware Times
It’s very dense, but you will get some key takeaways.
The point is DirectX 11 can never use multi-core CPU’s effectively. And has a very monolithic approach to rendering, due to the way it handles draw calls (draw calls are basically the directions to the GPU on what to do)
DirectX 12 should take a lot of the rendering load off the main thread, both by allowing the CPU to direct the rendering much more effectively, and with more threads, as well as moving the load more towards the GPU.
Key info:
DirectX 12 adds many technologies to improve utilization such as asynchronous compute which allows multiple stages of the pipeline to be executed simultaneously.
With DirectX 12, the draw calls are more flexible. Instead of a single global state (context), each draw call from the application has its own smaller state (see PSOs below for more). These draw calls contain the required data and associated pointers within and are independent of other calls and their states. This allows the use of multiple threads for different draw calls.
Each of the objects in DirectX 11 needs to be defined individually (at runtime) and the next state can’t be executed until the previous one has been finalized as they require different hardware units (shaders vs ROPs, TMUs, etc). This effectively leaves the hardware under-utilized resulting in increased overhead and reduced draw calls.
^all of this above stuff is related to CPU, as you can see DirectX 12 will allow the work to be broken up, and what’s not broken up can be done with One “direction” vs multiple with DX11.
Considering the massive rate of GPU improvement, I would much much rather be GPU bound, the next generation Nvidia chips will be out by the end of the year, and very very conservatively will be 50% faster than this current gen.