Improve VR performance by as much as double, enabling multiview instancing by default and lots of misc changes to the VR render process:
- Fix our shaders for multiview instancing to work with the new transform system
- Hard code some dumped stencil meshes for Oculus HMDs, reduce render area from 5-14% ( SteamVR doesn't pass us these )
- Remove multi-gpu support, complicates shit and pointless for us to even attempt to maintain
- Add SCENE_RTSIZE_VRFRAMEBUFFER and make it adjust to multiview size, avoids allocating 8K render target for framebuffer fetches on VR
- Don't attempt to render viewmodel shadows in VR
- Fix asserts from C# trying to update viewmodels in VR mode (scenesystem transforms are locked here)
- Global.IsRunningInVR doesn't false report if you're running in non VR mode with SteamVR in the background
- Generally loads of dead code removal in the render pipeline
Co-Authored-By: Sam Pavlovic <sam@sampavlovic.com>