I'm currently following a texturing tutorial in which I end up making a big and complex node tree.
I just got a new GPU and Cycles is running like a charm with GPU acceleration. In Eevee there is a slight lag when I move in the viewport and change parameters in the nodes, but overall it's ok (I am a bit surprised however as I thought having a better GPU would make Eevee super smooth).
The issue takes place when I add a whole new node in the tree or remove one while in Eevee. The node editor then starts lagging a LOT to the point that I risk adding the node in the wrong place if I click too early. And the shader takes a full twenty seconds to compile (with the "shaders compilation" bar at the bottom staying at 0% for most of the time before it finally compiles).
It's my understanding that Eevee uses the GPU to render, but the CPU to compile the nodes. What's weird is that when I look at my CPU usage during that compilation time, Blender only uses around 30% CPU power, and never more than 50%. I don't understand why this is. If I limit Cycles to render with CPU only it does max it out, but Eevee seemingly never does.
I also don't understand why it makes the node editor laggy, as it's never laggy when I'm in Cycles and I would have thought the interface being laggy during compilation time would come from a GPU limitation, not a CPU one.
Any insight would be very appreciated.