I don't think they're lying. I've had a fruitful debate with Razor1 over at hard forums. We're both quite knowledgeable and in the end the conclusion was that since there's no "checking for errors" on the nVIDIA Asynchronous Warp Schedulers they cannot perform "Out of Order". The end result would be a pipeline stall due to dependencies. This results in lower performance. Just as I had stipulated in my original posts (HardOCP and Overclock.net) and what Oxide confirmed.
The entire conversation can be read here:
http://hardforum.com/showthread.php?t=1873640
This prompted Oxide to respond and confirm what I was thinking.
Anandtech should edit their article on Asynchronous Shading and remove the statement which says "nVIDIA can do this too". They don't appear to be able to perform Async Compute without hampering performance.
DX12 will, as I initially thought, turn the tides towards GCN for the time being. As far as going forward. We will see if Pascal comes with improved Async capabilities or if this will come with Volta. As for Greenland, we already have an idea of what to expect in DX12 titles.
On a sidenote....
We, as a PC Gaming community, really need to fight all of this partisanship. We ought to encourage critical thinking rather than accept marketing claims by the large tech Corporations. We should encourage research and scientific queries rather than bash one another over Green vs. Red.
If I was able to deduce this result from a little bit of research on GPU architectures, imagine what we could do as a community?
Peace.