Builtin RP TAA broken on left eye only

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I’m using the postprocessing package get TAA in my VR project, but it looks like something is going wrong with the left eye. The right one looks fine, but there are these weird artifacts higllighting the normal or height map details of my materials. There also is a completely static, transparent overlay of the environment on the left eye at all times that does not move with the HMD.

The project is on 2021.2.13f1, and postprocessing 3.2.1.

This is what it looks like with TAA:

And how it should look for reference with SMAA:

Hey @ebaender , I have an issue opened up for this (title mentions right eye but I also see the transparent overlay as you mentioned), you can vote on it here:

https://issuetracker.unity3d.com/issues/xr-sdk-openxr-right-eye-contains-artifacts-when-taa-anti-aliasing-is-used-with-multi-pass-rendering-mode

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It doesn’t look like this is going to be fixed anytime soon, does anyone have an idea for workarounds? There is a URP TAA package on the asset store, but it doesn’t support VR.

Is there really no way to get VR TAA in Unity unless you use the HDRP? That would be really stupid since it’s by far the most bang for your buck AA solution, which is especially important on low end hardware that should not be running the HDRP.

Maybe try amd fidelity fx upscaling in the URP