nDisplay Low res output when mesh projection policy canvas is at 45 degrees

I’m encountering a bug thta when my capture region with the mesh projection policy is at 45 degrees the rendering gets super low res and very blocky, but when set to a 0 degree or whatever other 90 degree increment, the output looks normal.

I first thought this was a resolution issue, made a new nDisplay config file from scratch but with higher res settings, same low res blocky texture issue. It was then I noticed the rotation was the 1:1 causer of this weird issue. I have a perspective view point correctly set to be further away and I have another mesh render region that works great, it’s only the case for this other 45 degree rotated one (which I need to have at that angle) where this weird issue appears.

Does any one know what causses this or how to solve having a rotated capture region not render like this?

I found the solution, it had to do with the projection policy.

Switching to nDisplay screens with the “Simple” projection projection policy got rid of the issue.

I was using a mesh projection policy with a plane and that works fine for my other straight canvas, but as soon as you put the canvas at an odd angle that’s not 0 or any other 90° increment, the rendering gets all low res and blurry. It looks like it has to do with the transformation matrix rendering and remaping that into a texture on the plane that gets all messed up. I tried doubling the resolution but the issue persisted, so switching the capture region from a plane mesh into an nDisplay Screen helped get rid of the issue. I think the simple projection policy is doing some other kind of transormation rendering matrix from the mesh projection policy that avoid the issue. In my case I had to use this angle because we had a projection canvas in this odd angle.