The only way I can make sense of what SweViver said, is with the assumption that PiTool tells SteamVR that it wants a resolution that is founded, at 1.0, on 4k (times whatever is mandated by the properties of the lens), rather than the 1440p transport image.
This means that you have to undersample in SteamVR settings, to get down to more practical and reasonable levels.
It would also explain SteamVR’s auto-setting global SS lower for higher PiTool quality: It sees the greatly increased bitmap size demand, determines: “Your machine can not handle this”, and reduces its own SS accordingly.
(My understanding on the auto setting, is that it exists pretty much a baseline virtual performance target for application developers. -If I make my game run consistently at 90fps with the auto-determined amount of supersampling on my machine, it will run ok on any machine that uses auto-determined supersampling. This assumes that Valve will increase this baseline performance profile over time, as more powerful hardware proliferates across the Steam user base.)
Everything we have heard suggests that PiMax’s runtime handles the (possibly rather complicated) pre-distortion, and not SteamVR, although I am sure SteamVR still composites its overlays onto the intermediate image, before handing it over to pimax for distortion.
So, in short, my guess (values picked right out of the air):
Pimax: “I want 4000x3000”
SteamVR: “No way! -You’ll get 2000x1500… Here, game, render me 2000x1500”
Game: “Ok, ok… Done! Here you go.”
SteamVR: “Great! Hang on while I slap some stuff on top of this. There! Here’s 2000x1500 for you, Pimax”
Pimax: “Grumble, grumble, very well… Copies the 2000x1500 intermediate image to its assigned space on the 1440p transport one (EDIT2: …determined by screen utilisation and IPD), taking its samples from the source in such a way that the picture is distorted and reduced in bitmap size in the process (EDIT: We always want this all as the last step, with as little preceeding generation loss as possible)”
EDIT: It is also worth remembering that depending on the sampling algorithm, at some point it will begin to skip potential samples from the source, and then the efficacy improvement of increasing the render target will go down rapidly. (Maybe the image from SteamVR to Pimax could also be upscaled to the original requested size during the handover, but that would be kind of pointless.)
Would be nice if we could get some hard answers from Pimax. :7