Optimization for Execute Background Task - Question

Hi everyone,
In Unreal Insights, ExecuteBackgroundTask is taking a noticeable amount of time, and during WaitForTask it looks like background tasks are still executing. Most of the cost appears to come from texture streaming / async mip creation and some D3D12RHI allocations.

Has anyone experienced a similar situation, or have suggestions on what to investigate next?

Thanks in advance!