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Question by gregroberts · Jan 12, 2017 at 10:09 PM · renderinggraphicsoculus

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)"?

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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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