Quest 3 - Deferred Rendering via PC

I am using the Quest 3 - deferred rendering for VR PC.
For some odd reason, I am getting a so called unwanted “mirage” effect.
No mater what GI, Reflection, AA, or Shadow Solution.

It’s a riddle I can’t solve. I switch to Forward Rendering and the “mirage” effect is gone.

But the whole point is to use Deferred Rendering, so I can use Shader Model 6.
Besides, no matter what Shader Domain I use - no reflection, it’s all the same even when using a simple plain material.

  • Does anyone experience similar issues?
  • Any ideas or thoughts what could cause that issue?

Thx a bunch for any ideas, appreciate it!

Hi there @BernhardRieder

If you disable screen-space post-process effects, does it still happen?

Yes, I killed it all and tested everything separated.
The Mirage effect is extreme dominant as soon as I switch to deferred rendering.

It checked the following:

  • Materials with different Domains (plus Roughness, Normals, Opacity, Translucency, etc.)
  • AA
  • GI
  • Reflections

In the end, I had everything disabled, one light only with one plain material, one solid color.
Same issue - the “mirage” effect is not going away.

Geometry changed from Nanite, to Nanite disabled.

Nothing. I thought perhaps the project file is corrupt, or any other overrides.
So I started a blank VR Template from scratch. Guess what, same issue.

Of course, the unwanted “mirage” effect appears when I load the architectural geometry.
However, I checked if it could be caused by UVW’s as well. Nada.

Also, when importing my geo (static meshes only),not very dense, or complex.
The FPS drops to 30FPS - which is not sufficient, even in unlight mode.

I do have two A6000 - and a very beafy workstation.
Latest Nvidia drivers, etc.

I am running out of ideas… thanks for any hints!