I have tested your adaptive blending earlier, before I merged this dynamic sharpen from hallatore. So I did test with your line:
BlendFinal = clamp( BlendFinal + sqrt(sqrt(distance(BackN.xy, UV.xy))) * 1.0f , BlendFinal , 1.0f );
And I did not see any difference. I enabled and disabled it a few times, yes I recompiled shaders which luckily is quite fast with a change at that shader, and it just didn’t seem to change anything. I don’t have any noisy textures in my game though and it runs with 90 fps, so I also never noticed any blur when I turn my head. The image always appeared same sharp as if the head is still, even with TAA, probably because those blur issues of TAA are way more noticeable when you are around 20 or 30 fps, but at 90 fps not so much.
Also, your blending is always active with hallators change I think, so your blending doesn’t depend on if r.TemporalAADynamicSharpen is set to 0 or anything else, even at 0 your blending does run. And at r.TemporalAADynamicSharpen 0 textures are just as blurry as I’m used to, so the increase in sharpness I see is definitely coming from hallators sharpening, not from your blending.
I am sure your blending makes certain scenes a lot nicer with TAA, as seen in your video, but it doesn’t seem to have too much effect in VR with constant 90 fps and in scenes that aren’t noisy.