I'm weary of any press release claims like this. nVidia claims something like 20-30% performance also IIRC, but most games that support VRS are in the 5-10% range.
The problem is that layman like us only ever get to see Average framerates or perhaps 99th percentile frame rates, etc. Occasionally we may get to see minimum and maximum framerates. But none of those tells us what is going on frame by frame or what the cost (or cost savings) are of any given feature on a frame by frame basis.
As Iroboto mentioned, developers like VRS because it's predictable (unlike trying to mitigate general performance hiccups due to say player count, dynamic combat effects, etc.).
What does that mean? That means that in any given frame you may or may not use VRS enough for it to have a noticeable effect on your overall framerate, but it can have a potentially large effect on problem sections in a game resulting in a smoother overall experience.
Think of it another way. Checkboard rendering is on ALL the time on ALL the pixels, so regardless of whether a particular frame "needs" the performance savings offered by checkerboard rendering, it is there ... along with all attendent artifacts. So the performance savings is large because it's on ALL the time on ALL the pixels regardless of whether it is needed or even desired.
OTOH - VRS is applied to as much or as little of any given frame as the developer wants to specifically target any area's of a game that might have a performance "hole". So, instead of degrading the entire image, VRS has the ability to target specific parts of a scene which means the developer is in control of what parts of a given scene see any potential artifacts. Thus for any given frame it's contribution is anywhere from Zero to Large because unlike something like Checkerboard rendering, it can be enabled or disabled whenever the developer wants in any given frame in only part of a frame. So the performance savings is highly variable from a user point of view, which will be reflected in low average FPS increases or decreases when you toggle it on or off because VRS will only be used when the developer wants to use it and only on the pixels the developer wants to use it on. From the developer POV, they now have a tool that can given them up to 15-30% performance savings IF they decide that a given scene requires help, but they don't have to use it in every single frame or on the entire frame, thus it's a very predictable and reliable performance savings tool from a developer's POV.
That said, just like checkerboard rendering (or many other cost savings techniques) better implementations by better developers will result in less artifacting. Lazy implementations or even worse automatic implementations will result in more artifacting. That said, a bad or even average checkboard rendering implementation will have noticable artifacts across the entire screen on every frame. A bad or average VRS implementation will have it effect only part of a frame and may not even be used on all frames.
Regards,
SB