1 minute ago, SoldierOfLight said:No, because the same root signature and the same descriptor tables can be used across multiple draw calls using different PSOs. Theoretically if the driver wanted to spend a lot of time searching and accumulating across all PSOs and draws that used a particular descriptor table, they could, but that goes against the spirit of D3D12, which is that the app knows what it's doing and is being explicit about the work it wants done, so that the driver doesn't need to waste time trying to be smarter than the app.
Out of curiousity is the root signature implement using a Constant buffer on tier 1 and tier 2 hardware? IIRC D3D12 has one less constant buffer to bind (at the same time) than D3D11.