Running on Meta Quest 3 or Pro results in this glitching regardless of settings, both on BiRP and URP (D3D12 Multi-pass). This is using Meta Quest Link, that is, the hardware being used to render is the computer's, not the headset, so I'm effectively using the headset as a display.
Non XR rendering works completely fine, including the Unity editor view when using the headset (the mirroring pass).
Only happens when the gaussians are visible from the camera view, regular meshes work fine.
I've tried multiple fixes to no avail. Any idea why this happens?
Thanks in advance!
Running on Meta Quest 3 or Pro results in this glitching regardless of settings, both on BiRP and URP (D3D12 Multi-pass). This is using Meta Quest Link, that is, the hardware being used to render is the computer's, not the headset, so I'm effectively using the headset as a display.
Non XR rendering works completely fine, including the Unity editor view when using the headset (the mirroring pass).
Only happens when the gaussians are visible from the camera view, regular meshes work fine.
I've tried multiple fixes to no avail. Any idea why this happens?
Thanks in advance!