I'm currently working on a native vulkan based application for the Oculus Quest platform. I've been originally developing on Oculus Quest 2 (Snapdragon XR2/Adreno 650), but when I tried the application on Oculus Quest 1 (Snapdragon 835/Adrendo 540) it did not work. I tracked it down to the fact that I was using the maximum size of the uniform buffer size reported by VkPhysicalDeviceLimits::maxUniformBufferRange. Both devices report this as 65536, but when I use a uniform buffer with this size on Oculus Quest 1 all values seems to be interpreted as zero in the shader.
If I subtract 16 so that the buffer becomes 65520 it works. If I subtract 15 so that buffer becomes 65521 is does not work.
Is this a known bug in the driver?