Hey everyone, I’m having a weird rendering issue that I can’t figure out and I’m hoping someone has seen something similar.
I’m working on a project based on the Collab Viewer template with a lot of custom modifications, using UE 5.3.2 compiled from source. I recently switched to a new PC (RTX 5090 laptop, Windows 11 25H2) and started working on the VR side of the project with Meta Quest 3 and OpenXR, which is when I first noticed the problem.
Bands of corrupted pixels appear across the entire screen in Standalone Game mode. The position of the lines changes depending on the window size, which makes me think it’s related to some buffer resolution mismatch rather than a fixed artifact.
After a lot of testing I found that the lines are connected to specific elements being active: the ocean/water system and post process triggers them permanently (image 1), and the laser pointer interaction system triggers them when it detects an object (image 2). A clean empty project works perfectly, so the issue is definitely something specific to my project configuration.
I’ve tried disabling Instanced Stereo, switching from TSR to TAA, disabling Custom Depth, disabling Lumen Translucency Volume, removing Post Process Volumes, changing materials from Translucent to Masked, and disabling Volumetric Fog, none of it solved it permanently.
Has anyone seen something like this? Any idea what could be causing these artifacts that seem tied to window resolution and activate with certain objects or interaction systems?

