I would jump at the chance to make that trade. My 8 year old CPU is rarely taxed by normal usage. What's the point in having a faster computer if it feels slower?
For modern GUI frameworks that were designed for GPU, like MS WPF/XAML or Mozilla WebRender, overdraw just use some GPU resources, but that’s it. GPUs are designed for much more complex scenes. In-game stuff like particles, lights, volumetric effects, and foliage involve tons of overdraw. In comparison, a 2D GUI with overdraw is very light workload for the hardware.
Do you have a link or more detail about 'already cramped pipelines'?
Source: I've been working on GPU 2D rendering full time for years now.
Most common situation is the GPU isn't taxed at all, though, and doesn't even leave idle clocks. We end up just being limited by GL draw call overhead.
> Further, Microsoft engineers have said that hardware overlays are coming, in which the graphics card pulls content from the windows as it's sending the video out the port, rather than taking an extra frame time to paint the windows onto a composited surface.
This seems like the best solution to me. It allows apps to paint content intelligently to prevent overdraw while avoiding any latency.