What does bGPUSharedFlag do?

I’m reading over the API for UTextureRenderTarget2d and I found an interesting flag: bGPUSharedFlag. The documentation for this flag is pretty sparse. Does anyone know what it means by “GPU sharing?” If I am programmatically controlling access to a texture render target in such a way that I have guaranteed thread safety, could I enable this sharing to potentially increase performance when accessing my render target in code?

Good questions, especially as it gives insane performance gains when using ReadPixels on a TextureTarget Resource. Only drawback is HDR is not rendered.

Allows rendering resource to be shared between several devices.