First of all, even a noob should know that with AotS builds and their on-again-off-again code path alterations, the only real valid comparisons are between benchmarks uasing the same build.
That is why they have a database with filtering options in the first place.
Secondly, AotS represents AMD absolute best case scenario as far as benchmarks are concerned. It is the one (worse than mediocre) game that AMD fans have been holding on to as "sure thing" win for the company. If AMD's best case scenario is now under threat at all from what amounts to Nvidia's first generation async compute, I wouldn't really wouldn't be calling for a day of celebration just yet...especially since AMD themselves seem to not solved the conservative rasterization support for Polaris which will be used in a lot more instances in actual popular games.
Precisely.
The engine was developed on and for AMD GCN architecture
The engine has been developed from the outset to take advantage of AMD ACE structure and workgroup allocation
The engine was designed to be a core of demonstrator and marketing tool for AMD (Star Swarm)
The fact that the 1080 gets anywhere close to AMD's flagship card at all seems astounding given the 1080 is appreciably behind in every architectural metric excepting the raster - 60% less texture address units, 60% less ALUs, 60% less bandwidth, 24% less transistors, and an engine tailored for Fiji.