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New Participant
September 27, 2019

Do ASW and ATW use the depth buffer from the last rendered frame

Developing for an Oculus Quest using Unity 2019.1.8f1 and OVR Android 1.36.0.

I'm trying to make a portal effect using a RenderTexture applied to a quad; however, when I play this on the device, the wall that the RenderTexture is displayed on jitters. When I test the scene in the player, the texture is perfectly aligned, so I was wondering if Asynchronous Time- or Space-warp are causing this jitter because the depth buffer shows a wall while the color channels show other geometry (e.g. a hallway). If this is the problem, is there a way to "fake" the depth buffer by overwriting it with the depth buffer from the RenderTexture? Or, in the worst case, disable ATW or ASW?
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1 reply

Inspiring
December 2, 2019
They completely broke depth buffer feature half a year ago and nobody but me cared.