Don't know exactly how much slower it would be, is why I put the "(say)" in there as at the most basic level, it does twice as many calculations for each pixel that has some results from the volumetrics in it, and this is just for the straightforward original ray continuing through the volume. That gets more complex as soon as there is scattering, as you are then creating more and more rays, so it is probably more than 8 times the calculations. You'd be doing one jump of xcm, then from there scattering y rays, where each ray then does another jump of xcm, and then there you scatter another y rays for each and every new point, and so on - so it grows in complexity fast for sure :)