Are there any plans to look into a solution for shader compilation stutter in the engine when using D3D12 or Vulkan? It’s creeped it’s way into most games using Unreal, and I’ve gotten used to launching games in D3D11 mode as a result. I know that there’s a PSO Caching system (that’s disabled by default), but there isn’t really that much good documentation on it for the PC side of things, and the documentation only really goes over Android support.
What kind of work would a solution entail in regards to more D3D12 optimizations?