Rider has a couple of particularly useful functions, but is for the most part generations behind VS or VSC.
Once all your indices are built in VS, it’s disk activity and other usages will be reduced significantly. This can take many, many, many hours on a spinning disk with a tree as large as Unreal.
I cannot stress how important SSDs are to modern game development.
Rider will probably take a week or so to complete building it’s indices on a spinning disk, also.
If all you’ve got are spinners, you’ve probably got a fairly old machine too, and you’d be surprised how much modern CPU and RAM can improve your experience.
The project I’m on right now, I went from a i7-4700k to a i7-10xxxK, 32gig DDR3 to 48gig DDR4, large multi-tb HDDs to a pair of single terabyte SSDs. My full game C++ compile time went down from about 16 hours to about 20 minutes. My full game shader compile time went down from 2 days to about 4 hours. My full game distribution build went from 3+ days to about 6 hours.