@House_zu_Heltzer I’ve partly traced the issue in this thread to a screen space effect in the UE 5.3 DX12 post processing stack, so unless something in there is changing encoding i don’t believe it to be encoding related as i get it on both SteamVR and WMR headsets.
My reasoning is when I disabled local exposure while debugging another right eye only defect the issue in this thread went away. So something adjacent to local exposure is the cause.
Unfortunately disabling local exposure also kneecaps the post processing stack requiring lots of ‘reinventing of the wheel’ to get those features back. The plus side at least is by replacing the Unreal post processing stack I’m running about 5ms under my 11.1ms render target for VR content for a mostly buttery smooth >90fps. (UE is a pretty engine, but painfully overweight)