Unity 6 regressions for XR in HDRP are rejected with "won't fix" by QA

Build a workaround for the DLSS bug (which clearly shows that this is a nasty and probably easy to fix Unity bug and not some incompatibility of current DLSS version with VR as QA is stating):

using System.Collections;
using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
using UnityEngine.XR;

public class DLSSHack : MonoBehaviour
{

    HDAdditionalCameraData hDCamera;
    bool hackApplied = false;
    void Start()
    {
        hDCamera = GetComponent<HDAdditionalCameraData>();
    }

    // Update is called once per frame
    void Update()
    {
        if (XRSettings.stereoRenderingMode == XRSettings.StereoRenderingMode.SinglePassInstanced && hackApplied == false)
        {
            hackApplied = true;
            Debug.Log("Applying bad hack for nasty Unity bug.");
            StartCoroutine(HackCoRoutine());
        }
    }

    IEnumerator HackCoRoutine()
    {
        hDCamera.allowDeepLearningSuperSampling = false;
        yield return new WaitForEndOfFrame();
        hDCamera.allowDeepLearningSuperSampling = true;
    }
}

Can probably be done in a nicer way with OpenXR events, but I still have hope that this thing will get fixed…