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Residual rendering artifacts in the C++ Holographic DirectX11 App template in Release mode.

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I'm checking out the C++ Holographic DirectX11 App template (the colored cube app). I had to fix the template to work with my multi-GPU system (I'm on a Surface Book with an Intel GPU and an NVidia GPU), as it was choosing the wrong adapter and crashing. Once I got it selecting the adapter that WindowsHolographic wanted, it runs fine for the most part. However, in Debug mode it randomly flashes a bright random color for a single frame, and in Release mode it randomly flashes residue of previous frames together. I know this because if I start the app and don't move my head, the colored cube and the residue stay in the center of the screen. If I look to my left, the cube moves to the right of the screen and the residue looks like a horizontal band with the cube's height from the center of the screen to the right of the screen. If I look right, the residue band spreads across the entire screen. Looking up, down, around, etc. spreads the residue around the screen. I've attached a screenshot of the residue capture from my phone. I have a short video as well at https://1drv.ms/v/s!Aobf-6_VE2qWk6NAomHwRPtk4tFpKg. This doesn't happen in Cliff House, only in the app template (and in my app, which is derived from the app template). Additionally, it only happens when running on the HMD. If I run on the WMR Simulator or the HoloLens Emulator, it works just fine.

I'm using Visual Studio 2017 v15.5.5. I'm working in Windows 10 v10.0.16299 Build 16299 on a Surface Book 1 (i7, 8GB, GPU). I have the HP HMD and am connected to the Surface Book using a Surface HDMI-to-Mini-Display adapter. It runs Cliff House just fine, so I'm pretty sure that it isn't a hardware issue.

If you need any additional info, let me know and I'll get it. Thanks for any help you can provide.


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