Problem
Single-pass stereo (merged in #45, default-off) is promising at reducing the
drops below the target framerate, but it isn't ready to enable by default:
several visual bugs remain when it's on.
Known so far:
- Terrain tile transition discontinuities.
- The right eye renders incorrectly in-headset.
- Water is completely broken.
- Other assorted oddities as testing continues.
This is a deliberately loosely-scoped epic: symptoms may split into individual
issues as they get root-caused, and this closes if/when SPS becomes the
default.
Notes
The per-render-block record and the documented known gaps live in
docs/mod/stereo/single-pass-stereo.md and
docs/mod/stereo/single-pass-render-blocks.md; the ~25 sub-flags in
stereo.single_pass.* each name the artifact they address, and some are still
blind-implemented (e.g. occluder). The legacy-water intercept's
reachability still needs one in-headset session with the decline diagnostic.
Problem
Single-pass stereo (merged in #45, default-off) is promising at reducing the
drops below the target framerate, but it isn't ready to enable by default:
several visual bugs remain when it's on.
Known so far:
This is a deliberately loosely-scoped epic: symptoms may split into individual
issues as they get root-caused, and this closes if/when SPS becomes the
default.
Notes
The per-render-block record and the documented known gaps live in
docs/mod/stereo/single-pass-stereo.mdanddocs/mod/stereo/single-pass-render-blocks.md; the ~25 sub-flags instereo.single_pass.*each name the artifact they address, and some are stillblind-implemented (e.g.
occluder). The legacy-water intercept'sreachability still needs one in-headset session with the decline diagnostic.