Late Latching with URP + Oculus Quest

In the changelog for URP 12, it’s mentioned that late latching was added in URP 12.0. Does this have a significant impact of performance and is there a way to check that late latching is actually working?

I’m a bit surprised that it wasn’t there in URP till now? Was it already implemented in built-in?

Changelog link - Changelog | Universal RP | 13.0.0
Late latching info for UE4 - https://developer.oculus.com/blog/ue4-late-latching-for-oculus-quest-design-benefits-and-how-to-get-started/
Late latching concept - https://developer.oculus.com/blog/optimizing-vr-graphics-with-late-latching/

I am curious about this too.