More that I meant, that I don’t believe the engine will give him the answer he wants. I wasn’t trying to be insulting, but illuminating.
Sometimes, there really isn’t a hard diagnostic that will tell you what you want. Particularly if what is part of the equation is open to user-customization. It’s not so straight forward to say it costs X to render to the RVT because you don’t know if the compiler will be able to pack channels, pack math, etc, based on what the user is doing.
So! I hope I didn’t come across as ill-tempered, far from it.
It’s listed in stat GPU as “VirtualTexture”. Most of the time it will be 0 because (as I understand it) RVT is effectively a shading cache, it computes data as needed and when it doesn’t need to update the only cost is sampling the texture.
Here’s an example of a spike occuring as I rotate the camera for a comically expensive landscape material I made (2.1k instructions) as seen in the session frontend: