Thank you! Yes I am aiming for better performance and also not creating any perceivable differences. In the linked paper the authors state they achieved an overall reduction of rendertime by roughly 25% in their non-optimized prototype. These savings depend on the per pixel shading cost. In my own method I’d like to address geometry as well (e.g. by using lower LOD-Levels in the visual periphery but I am not sure yet) to further improve the performance.
Because Unreal Engine is highly optimized already, I think the possible savings will be (much) smaller and I’d have to guess what kind of savings would be possible. I am very curious about how much performance could be saved and try to do my best (obviously ), so let’s see