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eVInteractive
Inspiring
January 15, 2021

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

PolyMad
Up and Coming
October 2, 2021

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?

October 4, 2021

Not that crazy. There's at least one asset in the Unity Asset Store that implements it:

https://assetstore.unity.com/packages/templates/packs/continuous-floating-origin-195971

PolyMad
Up and Coming
October 5, 2021

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.

Up and Coming
December 1, 2021

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

Dogfight Elite now available for Oculus https://www.oculus.com/experiences/quest/3881629141886138/
TomVR
Up and Coming
February 26, 2022

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