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How does one make Stereo Rendering Path Single Pass function properly in VR?
Whenever we enable Single Pass (Fast) rendering in the PlaySettings / Stereo Rendering Method option, it produces a split screen which messes up the visuals in both Oculus and HTC Vive / SteamVR HMDs. Is this option capable of driving VR HMDs, or should we always use "Multi-Pass (Slow)"?
Answer by Masoverflow · Jan 12, 2018 at 04:06 PM
I realise this was literally a year ago today, but I just had this issue and it was because I was using the post processing EdgeDetection script (only supports multi-pass), without that it works normally. Hope this helps somebody that stumbles across this.
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