AMD won't be able to fix it, it is not their problem at all. It is entirely specific to AMD codepath implementation in idTech6 Vulkan renderer. They use renderers with slightly different architecture for AMD and for the rest graphics cards. Their AMD specific implementation is focused on intense compute queue usage and such renderer implementation cannot co-exist with traditional vendor agnostic graphics queue oriented overlay implementation without performance penalty. The only way to see it "fixed" is to develop alternate compute oriented overlay implementation for this engine and for AMD only. Which is rather expensive from development resources POV, considering that you'll need to develop new Vulkan OSD from scratch just for two games and for one GPU vendor. I'll better invest that time into something vendor agnostic and useful for both GPU brands.