True but I think the cost is less than it seems to be with VRS look at it hereThere is a small cost, but there's a cost to dynamically reducing resolution too as you have to be conservative with reductions to make sure you don't tear or drop frames.
https://overclock3d.net/reviews/sof...c_performance_review_and_optimisation_guide/9
at 1080 it can actually make your game run slower as well as looking crap, but then again perhaps not all think it looks worse, like thicc_gaf above me (the tree looks better! , Im not seeing it mate, its like looking at the same game on switch vs ps5 and choosing the switches graphics)
Theres 2 places I think VRS can work, when the image is blurry (DOF and perhaps like function mentions with motion blur, though not sure how the motion blur vector is gonna play out with the sampling pattern)
but there is a place where it can have a absolutely massive benefit, if you could see where the person's pupils are actually looking, easy-ish in VR eg https://vr.tobii.com/
not sure about on your TV (and of course this will only work for a single person) I suppose this exists in labs but not yet in home devices?
but with this I can see massive gains that VRS could help out, forget a couple of percent FPS improvement, I believe you could get 100s of percent FPS improvement, which will enable a much better image quality