Aside from specific areas/places, TW3 is not CPU intensive in the first place so the 'benefit' from DX12 would be minimal. I find that to be quite... shocking, the CPU performance is phenomenal. It won't magically give you more frames if it's not bottlenecked in the first place, so certain places, like areas of Novigrad there might be benefits but otherwise as far as I can see there will be no difference worth note.
Eh? what does DX12 have to do with the game being CPU intensive or not? DX12 drastically reduces the overhead needed to make draw calls it's not about solving a hardware bottleneck, but a software one...
The CPU overhead in draw calls has nothing to do with how fast or under how much load the CPU is it's about the round trip for each call think about it as DMA do you want to wager how long it will take you to copy a file if you still needed to make a CPU call for every byte written to disk from memory or vise versa?
Even in single threaded API applications DX12 can cut down the frame latency by 50% under conservative reservations that's quite huge.
P.S. while W3 isn't CPU intensive as you claim (it's just doesn't multi-thread well which is odd especially since it's a console game as well) it sure isn't GPU bottle necked, you can see that reducing allot of settings doesn't do much to increase performance in high end graphics card and if you run DX profile query's on the game while you'll see just how long does it have to wait for CPU or cache look ups.
With Titan X's in SLI @ 4K i get 7-8ms CPU "jerk" time out of 16-18ms average frame draw latency, W3 still insists on streaming textures from in memory and worse on disk cache even when the GPU has over 9GB VRAM free and the system has 56GB of free RAM.
The PC build seems to be still pretty much set up for a console profile so the actual memory usage is very conservative for no reason...