https://github.com/EpicGames/UnrealEngine/pull/14542
In some Qualcomm new vulkan driver, the base pass’s view 1 is wrongly using pre pass’s(asw motion vector pass)view 1 data. In the future considering support VK_QCOM_multiview_per_view_viewports [PICO-XR[Content removed] or use stereo viewports strictly at every pass and pipeline.
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