Weird Ugly shadows

hey everyone, Every time i move in the level i can see flickering shadows on objects, it happens if i build lighting or change certain rendering settings, it’s only happening in VR, are you ready for the funny part? if i close my left eye (lens) the game is fine, no shadows nothing, but with the left eye open (or lens) i can see all of these artifacts.
i turned off forward shading and it worked, but i want to use forward shading

I’m not really sure which but it’s so annoying any fix?

Try switching from Virtual Shadow Maps to cascading shadow maps. I don’t think VSM (which is the default) supports VR currently.

does vsm even work with vr headsets? i thought it’s all mobile level gpus. i mean… you gotta treat it with that sort of fidelity to squeeze the high pixel density and performance out of it.

how can i switch to cascade if you don’t mind me asking?
also it’s so weird that it doesn’t support virtual shadow map even though the VR is relying on the pc to run the game, and not the VR’s system

yes, but in my case, my future game will only be on pc, just like half life Alyx, the VR is using the pc to run the game, not its GPU.
but at this point I’m not sure of that’s how it all works

okay. you use passthru vr rendering. i dunno tbh. i have not played hl2:alyx either (yet?). hmm

I don’t think VSM supports VR regardless of if it’s a PC or mobile device. You can change this under the project settings in the render section.

VSM works fine on PCvr and openXR. Just disable forward shading and disable instanced stereo. Maybe not the best for a (big) game but works fine when doing Archviz.

The flickering shadows might be caused by an optimization. You can try turning it off by setting this cvar r.Shadow.Virtual.OnePassProjection=0