I think that weaker async compute is not going to be a bottleneck for most gamers but it could be a deciding factor when buying the best card for VR. For example, there is a technique called Asynchronous Timewarp which requires paralell processing of frames and an efficient scheduling mechanism to be effective. This reduces input lag and judder which become really apparent when moving your head around in VR. With timewarp, you can theoretically render complete frames at 45fps but update the screen at 90fps with intermediate warped frames. Being able to do this within a window of 11ms per frame requires efficient scheduling of the paralell compute functions within the card and perhaps Maxwell will struggle here?
On the other hand, Valve developed a stencil mesh technique to remove un-needed pixels at the edge of the screen. These edge pixels on a rectangular screen get dropped when rendered to a VR headset with circular lenses. Its speculated that the dropping of these edge pixels makes timewarp less effective or even useless since it relies on having those edge pixels to do the neccessary warping of the previous frame to generate a timewarped frame. So perhaps better async compute will not be as neccessary for the Vive?
Similarily, Nvidia Maxwell has multi-res shading which reduces the resolution of the pixels at the edge of the traditional rectangular images. The idea being that when the rectangular image goes through the Oculus pipeline and is distorted, those edge pixels get squished into obscurity or deleted anyway. However, SteamVR is an open platform and actually supports timewarp for the Oculus DK2 so perhaps you will be able to use either the stencil method or timewarp with the Vive. We'll have to wait and see which method will give the best results on both AMD and Nvidia.
We won't know for sure until we see VR benchmarks but we could see a lot of Nvidia fans like myself deciding to upgrade from our 700 series and lower cards to an AMD Fury X to get the very best single GPU for VR.
Link showing Stencil mesh method by Valve: He uses the word "Warped" here but just replace it with "distorted" to avoid confusion
Nvidia Maxwell Multi-res shading technique: Again, replace Warped with distorted to avoid confusion with timewarp
ATW is explained better here:
https://developer.oculus.com/blog/asynchronous-timewarp-examined/
Note that they also talk about orientation only timewarp which adjust for head rotation only (common with GearVR and DK1) and that is compared to positional timewarp which also takes into account the changes in depth (becomes more obvious in DK2/CV1 and Vive).
Sorry for the long post but the more I thought about it, the more complicated it got. I'm only an enthusiast so I could be wrong on a lot of things too