I am currently porting a Unity SteamVR experience to the Quest, and as the scene was quite detailed, and the entire experience occurs in a single space, it seemed ideal to use Google Seurat to generate the background scenery. This has worked really well for the most part, however I am encountering visible seams in the geometry when exported to and run on the Quest, which are not visible when viewing the same experience using a Rift S.
Here are some screenshots of the same experience:Rift SQuest
I have tried many different Seurat option to get rid of the seams (eg. premultiply_alpha=false) and tried different texture output sizes from Seurat, and tried many different texture compression formats for Android on the Unity texture import settings (including all the ASTC variants as advised by Oculus, and non-compressed formats), different max import texture sizes, different import texture qualities, all of which seem to make no difference.
Just looking for any other suggestions or experiences other have had, and checking that my assumption that this is likely do to differences in texture compression.
Thanks in advance