DX-pipeline with projection matrix provided by the OculusYou're should
provide the projection matrix which represents the non-linear z used in
your depth buffer. Have you tried this?
Glad we could root cause quickly. In theory ASW and adaptive quality
should behave together. I'll monitor Unity's work in this area and make
sure it works next time! You're welcome Sara!
This sounds like a stack of fail.From what you're describing it sounds
like there are viewport, perf, synchronization and timing issues galore
between SteamVR and our SDK. Unfortunately I do limited testing with
OpenVR bound applications. There's an ...