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Game: Resident Evil 3 Remake Branch/Build: REFramework - pd-upscaler (DEV 11.25 build, compiled ~5 days ago) Platform: VR (Meta Quest via Air Link) Upscaler: Built-in pd-upscaler version (no external plugin used)
Issue:
In the current DEV 11.25 pd-upscaler build, shadows are only rendered in one eye when using VR mode.
The other eye receives no dynamic shadows at all, which causes intense ghosting and double-image effects — especially noticeable when blinking or moving near a dynamic light source.
What was tested:
Happens in both first-person and third-person views.
Happens regardless of upscaler settings (FSR2, DLSS, XeSS or none).
Switching stereo renderer settings (AFR, ALR, Single Frame Multipass) does not resolve the issue.
Setting stereo_renderer = 0 (Legacy Multipass) slightly reduces the visual inconsistency, but the problem still persists in the pd-upscaler branch.
Switching back to the latest stable REFramework build (non-upscaler branch) eliminates the issue entirely — but removes upscaling support.
Expected behavior:
Shadows should be rendered identically in both eyes during VR rendering to preserve visual comfort and stereo consistency.
Additional notes:
This issue appears specific to the pd-upscaler branch.
May relate to how rendering passes (e.g. shadows) are distributed per eye
The text was updated successfully, but these errors were encountered:
Game: Resident Evil 3 Remake
Branch/Build: REFramework - pd-upscaler (
DEV 11.25
build, compiled ~5 days ago)Platform: VR (Meta Quest via Air Link)
Upscaler: Built-in pd-upscaler version (no external plugin used)
Issue:
In the current
DEV 11.25
pd-upscaler build, shadows are only rendered in one eye when using VR mode.The other eye receives no dynamic shadows at all, which causes intense ghosting and double-image effects — especially noticeable when blinking or moving near a dynamic light source.
What was tested:
stereo_renderer = 0
(Legacy Multipass) slightly reduces the visual inconsistency, but the problem still persists in the pd-upscaler branch.Expected behavior:
Shadows should be rendered identically in both eyes during VR rendering to preserve visual comfort and stereo consistency.
Additional notes:
The text was updated successfully, but these errors were encountered: