Hi James,

For performance improvements with VR applications it may be best to have a 
look at the OpenGL MultiView extension.  These are integrated with the 
MultiView branch of the OSG that is built off the 3.6 branch.

The MultiView functionality requires use of shaders, but if your scene 
graph is already shader based these could be tweaked to include the extra 
uniforms required for the multiview.  Since most OSG/OpenGL applications 
are CPU limited it's possible to add stereo rendering with very low 
overhead, in the tests I've done with my Geforce 2060 system it's possible 
to do stereo with negligible slow down over normal rendering.

There also some work I've done on the VSG that could potentially backported 
to the OSG that would improve CPU performance such as the vsg::Allocator 
work.

These approaches will likely give far better performance improvements that 
trying to be clever about traversals.

Cheers,
Robert.

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