Black artifacts in editor on all meshes when Multi-view enabled

Hi,

we have a VR project for Oculus Quest that uses Vulkan (no HDR, no forward shading as both seem not recommended for mobile + MSAA x4).
Whenever we enable Mobile Multi-View (which should be good for performance) the preview shader rendering level 5 (SM5) shows black artifacts on all meshes in the editor. Whenever we switch back to Vulkan and preview rendering level it is solved but for light building, we do need to go to SM5 and also to deploy to desktop in some occasions.

The result is the same as the screen in this thread but we do not use splines so the cause seems different.

Anyone else having these issues?

I’ve managed to solve this problem by enabling forward shading in the project settings.
It turns out that deferred shading (default), combined with mobile multi-view, emitts these black spots when using the SM5 preview render.