I think I have a possible cause and workaround for the jitter issue when using quad views and the FoveatedRenderingScale set to less then 0.5
Some quick info using the Crystal and values I’ve plugged in…
Crystal native render res:
4312 x 5102
Scale 0.5 = 2156 x 2551
Scale 0.3 = 1293.6 x 1530.6
Adjusted res using OXRTK crop mod custom mode as this allows independent X Y resolution settings:
4320 x 5100
Scale 0.3 = 1296 x 1530
Notice with native res using 0.3 scale there is a fractional component to the foveated res and this may be causing the jitter as it tries to “place” this into the final QV composite for output. When forcing a perfectly divisible resolution for 0.3 I don’t get any more jitter with eye tracked QV.