Hello, Look, im not trying to offense you, just trying to explain one thing from the point of view of indie vr developer. CTAA looks interesting but without HDRP support it useless for VR in my opinion. Default unity AA works fine for current gen of VR HMDs in forward rendering. I don't see any particular reason to use this asset cuz a small improve of visuals not worth it. Most of gamers won't notice it anyway. So it pointless. HDRP is still in preview, yea, it not production ready but it already looks amazing. Alot of ppl already developing their games on it and all of them have one big problem with deferred rendering: it doesn't support AA at all for VR. What solutions we got? use forward rendering path w/ MSAA (nothx), try to solve it w/ handmade AA or avoid jittering as much as it possible using specific "rules\best practices" (by playin w/ lighting, geometry, etc). In other words: there is no AA solution for deferred rendering in VR. But if you guys gonna implement HDRP support in deferred rendering - it TRULY would be #1 solution for every VR developer. At least because there is no AA at all. You gonna be the first and only one. Please think about it. I believe it worth to spend a couple of weeks in reading sources of HDRP and implement support of HDRP in CTAA. Looking forward when you gonna do it. Best regards.