

Limitation | Reason | Suggested workaround |
Occlusions flicker near surfaces | This is caused by an issue often referred to as “Z-fighting”. In 3D graphics, this usually happens when two virtual objects are rendered at the same depth. Environment depth values are produced within the error margin, so in this case, z-fighting is apparent even when the depth is not precisely the same across frames. | Consult this documentation’s section on Environment Depth Bias. However, it is recommended to offset objects that you place on Scene Model surfaces along the surface normal. |
Occlusions aren’t matching the real-world and lag behind during fast motion | Real-time depth sensing has limitations that prevent pixel-perfect occlusions from being achieved at the same frame rate as app rendering. | Soft occlusion shaders reduce visibility issues, but apps must be designed considering this limitation. |