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[DRAFT] Disable subpasses on Samsung Galaxy XR to avoid issue with MSAA and eye-tracked foveated rendering#114061

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Fixes#113778

I'm not sure this is a good idea. Theoretically, using subpasses is important for mobile rendering so disabling them on Samsung Galaxy XR may be bad for performance (although, according to Clay, it might not be in practice, depending on the circumstances).

It's also not ideal that this'll disable them always, rather than just in the combination of features that show the problem (that being MSAA + eye-tracked foveated rendering), however, in any serious app for this headset you would almost certainly have both those features enabled.

I'm also not sure if only this particular driver version is affected, but we have to target the driver version, because this problem does NOT occur on Meta Quest 3 (which has the same device ID), even if I force the Vulkan FDM offset extension to be enabled and give a fake offset. (Note: this wouldn't normally happen on the Quest 3 because it doesn't support eye-tracked foveated rendering, only fixed foveated rendering.)

So, marking as a DRAFT because:

@dsnopekdsnopek added this to the4.6 milestoneDec 15, 2025
@dsnopekdsnopek requested a review froma team as acode ownerDecember 15, 2025 23:50
@dsnopekdsnopek marked this pull request as draftDecember 15, 2025 23:50
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OpenXR: With eye-tracked foveated rendering, everything becomes low resolution with MSAA, unless Glow or FXAA is enabled

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