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 ;-)
