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Question by mabulous · Jun 30, 2020 at 10:51 PM · vrhdranti-aliasing

Unity HDRP VR only getting motion vectors from head rotation, not from movement

My Setup: Unity 2019.4.1 HDRP Package 7.4.1 DX11 on Windows 10 RTX 2070 Super Vive Cosmos XR Plugin Management 3.2.1 SteamVR UnityXRPlugin (preview)

Aparently HDRP should fully support VR, but I'm getting motion vectors only from head rotation, not from headmovement relative to objects. This makes TAA pretty much useless (works great so long as one only rotates head and doesn't move it).

I've setup everything as recommended in the guides. I have: -Enabled Motion Vectors in my HDRP Asset -Enabled Motion Vectors, Opaque Object Motion and Transparent Object Motion in the Frame settings -Set Motion Vectors to "Per Object Motion" on all the mesh renderers (I also tried "Camera Motion Only", with the same result)

So based on this I would expect to get propper motion vectors also for translation of the HMD (or moving objects relative to the camera - but I have only a static scene anyway), but only rotational component affects the vectors (confirmed with Fullscreen Debug Mode).

I'm using a custom shader, but I confirmed that the same is the case if I use the default HDRP/Lit shader with surface type opaque.

I'm using forward rendering with MSAA (for alpha to coverage)

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