Aha - forget that one, did they... I recall when after one update, all deployable modules were drawn -- one of those times it has been all too apparent that either
no-one on the QA team does VR, or they just
really do not give a damn (not going to forget the utterly perplexed, slack jawed expressions on interviewed project leads, whenever a question reminds them that VR exists, either).
My ship kept freezing in time, mid-shock-absorbing animation, when touching down on a landing pad, in 9.0 -- I guess those magnetic arrestors are really powerful, if they can quantum lock an entire Asp. :9
I keep blinking at the wildly swaying tonemapping (strongly exacerbated with Odyssey) seemingly producing different light levels between the eyes: Put something bright visible in one eye's view, but not the other, and one of them will be dimmed, independently to the other, which becomes bright as hell; And which of the two is which, is not neccessaily consistently what you would expect - neither from logic reasoning on -normalisation, nor -iris simulation.
Yes... all the shine added to planets made them join all man-made objects in the specular (EDIT: ...and regular-. too) aliasing department -- walking in concourses can almost be a pain, with all the vertical and horizontal lines "raining" crawling centepedes.
In addition to the added reflectiveness, and less soft detail, compared to Horizons terrain, I have been wondering if maybe planets were previously rendered separately, in a forwards rendering path (...which could be properly anti-aliased, with MSAA), but now brought in line with everything else, in the deferred path, so that it can use the updated PBR shaders, and take more light sources. (There used to be a bit of a... "disconnect", and "composited-ness" between the ground and scatter/POI objects/vehicles, which could appear to lag behind a bit (EDIT: ...relative to the ground), when moving one's head...)
Hopefully whatever antialiasing options they are evaluating will turn out to help, and not just blur everything...