Right now it's extremely scene dependent. If your scene works well with it ( lots of far objects, not too many objects in the clip plane area ) it can get you 20+% perf wins. If you have a scene that doesn't work with it ( small rooms, lots of objects in the clip plane ), you're gonna lose performance, as there is a non trivial cost of running that third monoscopic view and doing the mono compositing into the stereo buffers.
The feature can be dynamically turned on or off though, so devs can work with that :)
We still have issues with transparency around the clip plane area.
The idea is that the parallax of two objects that are say 200 meters and 250 meters in the distance is negligible and can be ignored as long as you get the parallax correct for nearby objects.
You might have to set your nearfield scale based on the contents of the scene. It wouldn't work if there were say, some buildings at 200 meters and then mountains a kilometer away. But if you're in a cathedral with some chandeliers high up on the ceiling, cheating to remove the parallax of the chandeliers will not detract from the VR effect.
The feature can be dynamically turned on or off though, so devs can work with that :)
We still have issues with transparency around the clip plane area.