Also, it seems too early to say how Work Graphs API will translate to gaming performance improvements. The other issue is that it'll be up to game developers to implement the API, which will likely take time.
Let's not forget that MS launched DX12
Mesh Shaders a few years ago. And right now there is only ONE game that takes advantage of them, i.e "Alan Wake 2".
The game could be played on non-supported hardware/GPU though, but the performance was god-awful, 'cause the vertex shader pipeline, i.e. the traditional fallback geometry pipeline was busted. BTW, there's no point in adding a Mesh shader pipeline to an old game though, as they're not performance limited by the vertex processing stage.
Also, the developers would need to create a whole set of polygon-rich models and worlds, and then ensure there's a large enough user base of hardware out there, to justify the time spent on going down the mesh shader route.
Most games don't use huge amounts of triangles to create the world. And it's not surprising to know that Developers kept this aspect quite light, instead using vast numbers of compute and pixel shaders to make everything look good, at least for the most part.
So yeah, even though 'Work Graphs' sounds cool, it's not sure many developers will use it. Unless, of course, the next PlayStation and Xbox consoles support it.
EDIT:
Thanks for the input, digitalgriffin ! Just saw your comment while posting this.