Quite the opposite: DX11 initially was launched with the assumption of single-threaded operation (because it was written in the early days where dual-core CPUs were a whizz-bang new thing). It was later extended to support multithreaded scheduling. Nvidia implemented this, AMD did not. AMD instead went for a fully hardware scheduling solution... which only supported DX12 (and Mantle, which is why they tried to shove that out whilst DX12 was in development). Which is great for DX12, but for everything running in DX11 - which remember, remains in active development along with DX12, because a low-level API is not appropriate everywhere and a high-level API is still needed, DX12 is not simple "one better" than DX11 - that extra development just never happened, so to this day there's a performance disparity.I thought they decided that their GPU architecture would not benefit from that? I remember the whole reason they spent money on Mantle was that the way they designed that current GPU made it very tough to multithread pre-DX12 APIs universally, or something along those lines.
An article from Intel of all places digging into the weeds of driver threading.
What AMD could do is what Nvidia does (and has been doing for well over a decade): fund a large internal development support team to work with external developers. There's not some nefarious "make AMD go slow" scheme, simply that Nvidia puts in the time and effort to work on support and optimisation, whereas AMD does not.This has been the case since TWIMTBP days or earlier, where nVidia would invest a ton of money with "partnerships" with developers and basically leave AMD with no room but try to tweak via drivers way after a game's release.
When you encounter an issue with an Nvidia device/driver (and after the usual basic idiot-check flowcharting), you often end up with a dev assigned specifically to work with you to figure out the problem and implement the fix - and that fix may be on Nvidia's end, or it may be "here, add this code to your game" (i.e. Nvidia literally optimising your game on the game code side).
When you encounter a similar issue on the AMD side, you either get a link to the documentation (which may on a very rare occasion actually be relevant), or "it's open source, look at the code". At best you may get occasional access to a dev via a game of telephone with some support staff.