I think I might have fixed the parallax shader issue in VR (Patreon)
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I mean the issue with TAA and most importantly, upscalers.
It was caused by wrong motion vector calculations. See pic 1.
It's wrongly calculated only in right eye, causing the vibrations.
And I was analysing it in RenderDoc, I figured it might be when calculating motion vectors for right eye, it was still using the projection matrix of the left eye, thus casuing the misaligin. (Pic 2)
And after some tinkering, I finally got it fixed.
Been testing with some fancy parallax overhaul whiterun, it's looking pretty good with vibration free parallax all over the town, the terrain, the walls, even the wooden pillars are parallax.