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eVInteractive's avatar
4 years ago

Z Buffer Precision Issues

Hey all - Just getting in to Quest development on Unity.  Having great fun so far, but running into z buffer precision issues.  I'm working on a flight sim, so we have a very large depth range.  I'm noticing that the Quest's z-precision feels a little below that of most mobile GPUs.  I'm getting a lot of z fighting on Quest where I wouldn't on most mobile chips.  Are there depth buffer precision options I have access to?  Is there perhaps some other issue a novice VR developer is missing here ;-)

6 Replies

  • I see the same problem: being near to world origin is ok, but once I get even just 50 meters away, I start noticing Z buffer fights on practically every object crossing another one.

    This makes me think that probably we need not move the character in the world, but the world around the player... which sounds crazy, but how else would you solve this?

  • Thank you for pointing this out, cool asset!

    However, I solved: there is a setting in the XR section of Unity Project Settings, that allows for 24 bit precision Z buffer.

    • creat326's avatar
      creat326
      Protege

      Where is that setting? I'm using Unity 2021 and it's nowhere to be found on the Project Settings for XR.

      • TomVR's avatar
        TomVR
        Protege

        go to the xr plugin management, openxr and then its the drop down for depth submission mode, change from none to whatever you need