VR Optimizations for Mobile Deferred Renderer

I think that the mobile deferred renderer looks great and I’d like to use it on Quest headsets, what would really help here would be implementing the typical VR Optimizations from the Forward Renderer.

just saw this by accident. you can give our small plugin a try to have mobile/linux/platform independent vr https://www.unrealengine.com/marketplace/en-US/product/chameleonvr
best