The whole AMD why decided against having dual CCD 3D-Vcache configuration because it couldn't provide any performance gains in gaming.
The main point of 3D V-Cache was to have a uniform L3 cache pool where a large chunk of the code can be cached, like frequently storing accessed shader data on-die, thus improving the hit rates and reducing cache/memory related pipeline stalls as well.
But with two distinct cache pools, the latency benefit is lost.
Assuming that most of the games leverage only up to eight CPU cores, so now if we store data related to these threads on the other die, it would do the opposite of what it’s supposed to do, i.e. increases the latency.
Also, the cache residency would get ever worse, because splitting the cache also splits the data into two distinct pools that are physically apart.
The game needs to know which cache pool exists on which die, which it doesn't. So due to this the data related to CCD0 could be stored on CCD1 and/or vice versa, either randomly or due to the former CCD being full. Thus the game is fetched data with an induced latency from a different die instead.