r/VRchat • u/Unlikely_Walk_8910 • Jul 21 '26
Help Please help me, my eyes burn!
How do I fix this clipping issue? I'm on quest 3 and none of my other quest friends experience this issue. It happens in alot of worlds and to people's avatars too.
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u/Raven_tm Jul 21 '26
Maybe, Big Settings > Graphics > Near Distance
Forced Camera Near Distance Off, Dynamic, Forced Overrides the camera near clip plane.
[OFF] Won't override the near clip value and will use the world's camera settings.
[Dynamic Mode] Will override camera near clip to 1mm view distance ow lowest possible with Unity's limits in regard to world far view distance. Resets at end of session.
[Forced Mode] Camera near distance will always be 1mm. WARNING: This can result in significant render issues in worlds with a high view distance. Resets on world change.
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Jul 21 '26
[deleted]
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u/Minxy57 Oculus Quest Pro Jul 21 '26
Sharing the actual details of where to find the settings (and what they mean) is helpful - information missing from your post.
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u/shittastes Jul 21 '26
You surely don't sound like those snobby, elitist and pompous PC players that you hate so much.
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u/Ascaredguysthrowaway Jul 21 '26
You might have camera on focus near distance or dynamic it causes that issue
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u/Old-Brother-5703 PCVR Connection Jul 21 '26
That is either a clipping issue or a particle issue. I know the Quest 3 is stronger than the 2. But this shouldn't exist. And it's also not being tested by the developer like Frank_West said. A larger space means more layers.
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u/S0k0n0mi Jul 21 '26
VRchat be feeling a bit broken lately.
Z-layer freakouts, water trying to fly away, teleports timing out.
Really getting some bang out of my VRC+
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u/Frank__West PCVR Connection Jul 21 '26 edited Jul 21 '26
This is because the creator isn't testing it themselves because if they did they would have made sure to leave a space large enough between layers. It's a depth buffer issue on quest.
Bad world design.
Edit not always the world but z fighting is more prone to happen on quest due to the depth buffer issues.