I’d tend to agree here. It is just that the actual performance gain is hardly measurable. This is mostly due to the fact that large part of 4 in 1 comparison gain is the actual 4 in 1 texture fetch, which is already used. It boils down to 1 MAD and 1 SUB instructions less minus cost of hardware comparison per 4 samples, which is… well… not much these days, but still something.
But following the same logic, I’d say that ditching whole TransitionScale, and letting user tweak the depth bias per-cascade(not a replacement for slope-scaled bias, just alternative approach to the goals, that are set for existing system) would be good alternative, don’t you think?