Thanks, that does help give me some direction as to what to investigate here. I did end up just trying forcing the wave size to 64 and can definitely confirm that 64 performed worse than 32, so likely that doesn’t apply to the steam deck hardware.
Doing some A/B testing with r.TSR.Resurrection and r.TSR.ShadingRejection.Flickering, it seems that r.TSR.Resurrection is only responsible for ~0.1ms and r.TSR.ShadingRejection.Flickering is responsible for ~0.58ms (on steam deck). I’ll see if we’re fine with the visual trade-off of turning the anti-flicking logic off again since it costs so much, but that still leaves roughly 0.83ms for RejectShading with both off. Do you have a method of profiling that GPU cost more low-level on the steam deck or has that not received much attention yet?
Edit: we also already had r.TSR.History.UpdateQuality at 0