Prim shaders are active, as the way Vega works now in hardware requires it. But the thing that is not active is NGG fast path. This is still being worked on as the driver is being rebuilt from the ground up. Part of the work on this is shown by the hiring of a new lead shader compiler programmer.
Once the above is done, the DSBR will also be able to operate with the new Work distributor, allowing the ROPs to remain constantly filled with tiles from any screen space coordinates instead of the native quadrants they cover.
Both should provide a reasonable if not considerable performance bump when fully active. At the moment the DSBR and Prim shaders are only working in native mode, which is why Vega is no better than Fiji with higher clocks. The DSBR when active is reducing required bandwidth and power, but working sub optimally as it cannot make use of the new work distribution engine without NGG also being active.
There is no problem with the hardware itself, the driver side of things is just taking considerably more work.