To compile shaders, I currently spin up a thread per core where each thread pulls a shader from a list and calls D3DX11CompileFromFile for dx11 and D3DXCompileShaderFromFile for dx9.
I've heard it mentioned that spinning up multiple processes instead of multiple threads can be faster, since there is some sort of per process driver contention.
Has anyone tried this, or does anyone have any tips on how to speed up shader compilation?
I have a modern machine w/ SSD drives.