AGP was originally invented because video memory at the time was highly expensive and the card firms couldn't more than 4MB on a card as a result. As games became more complex they needed more textures and these would not fit into 4MB so AGP was added as a fast path to main memory to fetch textures. Fast forward to now and video memory is dirt cheap in comparison and the textures are held on the card with essentially no need for AGP.
It does make a difference when the game exceeds the Video card’s memory i.e. UT2003 (details at least @ 1024x768 + “holy $hit” mode + 16 players) with 2019 custom map (very detailed Blade Runner style city map). This scenario exceeds NV25’s 64MB @DDR512 ram. AGP Graphic Aperture was set to 256MB (from 128MB). Main memory was PC3200 1GB(dual channel) with DDR400 FSB.
With Amiga’s games market, this issue may not be as important (due to the game titles with that kind of requirements does not exist). It would be a completely waste of time and money IF the AGP8X doesn’t boost some aspects of the heavy games titles.