I’m not sure, they may tune stuff like “r.VolumetricFog.HistoryMissSupersampleCount”, and maybe just update the dynamic res less in general to make it less apparent. I may be wrong and was just seeing something else like just the aliasing planes shifting, I don’t think I was using a high enough history percentage to get rid of all the aliasing at the grid sizes I was using to test in VR.
The allocation hitches with either grid don’t happen on consoles or iGPUs I think due to integrated memory.
Intel iGPUs are special cased to allow dynamic res on PC by default, but it says in the code it is due to getting providing better timing information without bubbles. I only use dynamic res with VR and get the timing info from SteamVR which doesn’t seem to have any issues even with dedicated GPUs.