Optimization for photorealistic(ish) VR HTC Vive

Thanks for the input. I guess my question still is where the best balance of gains in performance while maintaining as much quality as possible.
For example the biggest single hit I can find so far is hardware raytracing ragen default indirect.
I also just noticed as I dig deeper into the subfolders in other high value areas like lumenreflections that hardware raytracing tends to be the highest on the list like reflectionhardwareraytracing rayen hit lighting and default.

But it also seems like raytracing does a lot for quality. So would I want to disable it? Or are there settings or ways to keep most of it’s benefits while being less resource intensive? Or ways to get similar and optimized quality without it while reducing resource intensiveness?

Disabling raytracing took me from 20.93 to 20.56

Now some of the highest are
tracemeshSDF
Update radiance caches
Raster passes under render virtual shadow maps non nanite
Capture convolve sky env map
lumen scene lighting radiosity and direct lighting

Post processing temporal super resolution