Irradiance Cache

I came across this thread that highlights the performance gain due to irradiance caching. Hence, I was wondering if there are any plans to implement such a feature in cycles?

For those of you who are wondering what irradiance caching is, you might find this link useful: [1]

Not likely, denoising algorithm effectively replace it without being limited to only diffuse or near-diffuse shaders. We could use it for secondary bounces, but I expect the industry will generally move away from irradiance caching as denoising gets better.

Hi Brecht, please correct me if I’m wrong but I was under the impression that those concepts are somewhat complementary to one another?