You can do this yourself quite easily. Take the _HMD.hlsl shader file and put it in your deferred shaders folder, then edit the Compose.fx shader. You need to add three lines:
1 this include:
#define USE_SEPARATE_SHADOW_PASS 0
#include "_HMD.hlsl"
2 clip render pass:
float4 PS_SINGLE_PASS(const VS_COMPOSE_OUTPUT i, uniform bool useShadows, uniform bool useSSAO, uniform bool useSSLR, uniform bool useCockpitGI, uniform int mode = 0): SV_TARGET0
{
discardHmdMask(i.pos.xy, getBufferSize(StencilMap));
3 clip msaa:
float4 PS_MSAA_EDGE(const VS_COMPOSE_OUTPUT i, uint sidx: SV_SampleIndex, uniform bool useShadows, uniform bool useSSAO, uniform bool useSSLR, uniform bool useCockpitGI, uniform bool discardTerrainInsideFog, uniform int mode = 0): SV_TARGET0
{
discardHmdMaskMSAA(i.pos.xy, getBufferSize(StencilMap));
I also changed the mask size a bit, and increased the MSAA mask size, as otherwise I'd see shimmering from the corners of my eyes in VR, which is annoying. That gave me 10-15% performance boost with zero visual impact (depending on pixel density and MSAA settings of course: 1.4pd with 2x MSAA/SGSSAA/MFAA)
(and then recompile your shaders of course, this .bat file helps)
del /q "%USERPROFILE%\Saved Games\DCS.openbeta\fxo"
del /q "%USERPROFILE%\Saved Games\DCS.openbeta\metashaders2"
:: Find/Replace 'E:\Games\DCS World OpenBeta' to be your install location
del /q "G:\DCS World OpenBeta\Mods\terrains\Caucasus\misc\metacache\dcs"
del /q "G:\DCS World OpenBeta\Mods\terrains\Nevada\misc\metacache\dcs"
del /q "G:\DCS World OpenBeta\Mods\terrains\Normandy\misc\metacache\dcs"
del /q "G:\DCS World OpenBeta\Mods\terrains\PersianGulf\misc\metacache\dcs"