This map is used to optimize shading. If the result of some slow map, for example, Dali Noise, is used several times, then during shading it will have to be recalculated many times for the same ray. This will take extra time, although the results of subsequent calculations are the same as the first.
Shading network example:
If you add Dali Texmap Cache, then the result of the first calculation will be cached and will not be recalculated.