It is used by default, in fact you have to launch with ‘-norhithread’ to disable it.
D3D12 will allow parallel command list building, which D3D11 did not (efficiently). Ideally the engine will do less and less work on the RHI thread and more work in command list building tasks. This can enable massive parallelization of rendering. However, a huge amount of work has to be done to refactor the renderer to get those gains.
In summary, the RHI thread is a temporary measure to get graphics API overhead off of the rendering thread, until graphics API’s come around (like Vulkan and D3D12) that can properly support parallel command list creation.