I have a VR scene with many movable no-shadowing point lights. With the new Local Lights option in the 5.1(preview 2) Forward renderer, I am able to have more the 4 lights affects a single mesh which is crucial to the look I am aiming for. It looks great on my Quest2 Standalone but the right eye seems to have some artifacts.
Is this because only the left eye is used for calculating the frustum for clustered lighting? Will this be fixed in 5.1 release?