Stereolayers + depth occlusion

Hello!

When using native OpenXR unreal engine packaged for quest (non metaXR plugin) we have fully functional depth testing against world tracked stereo layers. However, it’s very noticable aliasing when hovering over the stereolayers. Is this something that we can mitigate or is something we have to live with?

Thanks in advance!

This might be due to how MSAA works. Stereo layers are composited in the runtime after the application has finished rendering. The scene MSAA target has already been resolved by then, and any depth-occluded background samples have already been blended into the output image.

See if disabling MSAA reduces the aliasing.