Unlike some Vega features, AMD says that "primitive shader support isn't something we can just turn on overnight and it happens," noting instead that it'll need to work with the development community to bring this feature to future API versions. Game developers would then presumably need to take advantage of the feature when programming new games in order to enjoy the full performance benefits of the Next-Generation Geometry path.
The company notes that it can work with developers to help them employ rendering techniques similar to primitive shaders today, however, and it cited
Wolfenstein II: The New Colossus' GPU culling graphics setting as an operation similar in principle to that of primitive shaders. When this feature is enabled on AMD graphics cards, the game uses the copious Vega shader array to accelerate geometry processing. We didn't perform any directed testing of this feature when we last benchmarked
Wolfenstein II, but ComputerBase has done so, and the site saw
negligible performance differences when the setting was enabled versus when it was disabled. We may need to revisit this feature in the near future.