Does compiled shader stored in sharedddc?

I set the project’s shared ddc path correctly, and the data is stored and saved at the right place.It’s over 3G in size though.
However,when I launch the project on another computer(the shareddc path is set correctly and is being used according to the logs), the project still calls a lot of ShaderCompileWorker when I open the map, and it still tooks hours before I can finally continue my work. Is sharedddc not helping with shader compile? Or Is it that our cache is too large that even sharedddc might cost too much time to copy them onto different computers? The inner network speed is over 300Mbps and I really think that it should be much quicker, so what is the problem here.