Sampler Feedback requires invasive code changes and it's a common example to use pixel shaders to compute the lighting pass because you need access to derivatives which have only been traditionally offered in pixel shaders ... (detailed post)DX12U does not seem to have much relevance for UE5. We have to see whether or not Mesh Shading for Nanite makes a big difference (if the r.nanite.meshshadingraster command in UE5 is indeed working correctly, then there's close to zero difference in performance)
Sampler Feedback and VRS are not supported either.
The command from Epic that DX12U is the gold standard of graphics were a blatant lie. They did not announce anything in regards to DX12U and they keep ignoring it.
HW VRS can only be used with pixel shaders and there's virtually no benefit to be extracted on deferred renderers with geometrically dense content ...
Mesh shading could be useful when rendering bigger triangles in Nanite but if no content meets this criteria, it's possible that the mesh shading path never gets triggered in Nanite ...