Honestly, I don't care about VR. So I never researched anything about it. And know almost nothing about it.
What I know is about current gen GPU architectures and none does what you want, considering that all you want is lower cache latencies.
But the thing is that cache latencies are bound to increase, as cache sizes increase. So you might never get that ultra deferred thing you want, in any system.
It seems you've lost the thread of what each of us have said.
I never advocated for VR to use it, but merely used it as an example to expose the obvious flaw in you saying:
"It's because consoles don't have the power to run games with max settings and decent frame rates."
Which is a consoles are weak but PC can have it all stance. When in reality is complete rubbish.
Better graphics typically need deferred passes (divide and conquer) - whether that be deferred rendering or just pre-z deferred render targets in forward rendering.
Rendering quality and complexity increase together, complexity leads to more deferred targets needed per frame, and every render target increases memory latency. Rendering higher fps shrinks the time slice to hide memory latency per frame, so clearly my point was to show that even your fictional highest PC has to fall back to lesser fidelity by less complex rendering, or target a lower frame-rate at a design level. ,
Despite the highest end PCs having the best of everything, other than unified memory - which they have to workaround with PCie bandwidths. The difference between the memory pyramid in a weak gaming PC isn't massively(eg x8) inferior in latency to the memory pyramid latencies in a high-end PC, and the high-end PC compared to a console with unified memory with the ability to dereference between CPU and GPU access might actual be slightly less when factoring in fixed target hardware. So the so-called weakness of consoles unable to do 60fps, low latency input and complex deferred rendering is untrue, as the bottlenecks more than match PC, and it is completely down to the quality of software.
No this is not moving goal posts. Considering that no system on the planet does what you want.
Despite that, the PC still has bigger and faster caches than consoles. So even for that VR thing you want, the PC space will provide better performance than any console.
Well as I already quoted you:
"It's because consoles don't have the power to run games with max settings and decent frame rates."
There is no mention of Macs in your comment (just consoles against the implicit PC), and my response was:
"What is the excuse for PC not being able to do deferred rendering for VR then, and having to fallback to FR(Forward Renders) or the newer FR plus?"
Which as I said, I'm not advocating for it use, just demonstrating the parity between "weak" consoles and high-end PC to be equally deficient at the desired task - and obviously AA techniques aren't part of the discussion for me, they aren't a fundamental requirement of deferred rendering.