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Vulkan more precise than OpenGL Android
Hey guys,
I'm building an Oculus Quest game using Unity 2020.2.6f1 and URP. I was running into some shader precision issues (its an open-world game and objects started jittering around 1000 meters off origin). Upon switching to Vulkan these problems disappeared.
Is this by design or some sort of bug? That Vulkan has a more precise world space position than OpenGL in shaders. Let me know, just curious.
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