Test the Forward Renderer in your PC VR projects with the 4.14 Preview

Those appear to be the same screenshot.

Shader complexity is expected to increase because more of the lighting operations are done in the base pass shader. Lights didn’t contribute to shader complexity in the deferred renderer, now those are in the base pass shader.

Shader complexity is useful for comparing between materials within forward, but not useful for comparing deferred vs forward. Use ProfileGPU for that.