The fastest help is the chat — someone there has usually hit the same thing with the same headset. Below that, the problems that come up most and what actually fixes them.
The main place. Bug reports, setup help, which depth mode works in which game, and the builds people are testing before they ship. Developers read it.
Join the DiscordNews, release notes and the occasional build worth trying early. Lighter traffic than Discord — good if you only want to know when something ships.
Open TelegramFlatVR names which part is missing rather than leaving you to guess. The same messages appear in the app and on the in-VR overlay, so you can read them without taking the headset off.
ReShade is sending the frame but no depth buffer. Two candidates, in order: the Copy depth buffer before clear operations box under Generic Depth is off — it is off by default and a great many games need it — or no buffer is selected in that list.
Pick the one with a vertex count in the millions, not a square one. Full walkthrough →
Either you installed the plain ReShade build instead of the one with add-on support — the plain build cannot load add-ons at all, and fails silently — or FlatVR_DepthProvider.addon64 is not sitting next to the game's .exe.
This is the single most common reason the feature does not work.
If the loading bar never appears when the game starts, ReShade did not install into it. Run its installer again and check that you pointed it at the right .exe and picked the API the game actually uses — usually DirectX 11 or 12.
Windows hands over frames at the display's rate, so a 60 Hz monitor caps the capture at 60 regardless of what the game renders. Create a virtual monitor at your headset's refresh rate and launch the game there.
Modern engines usually use reversed-Z, where the nearest surface is 1 and the far plane 0. Read the other way round it puts the background in front of the objects, and no amount of separation or convergence fixes it because the sign is wrong. Turn on Invert Depth Map on the ReShade tab.
Depth changes more slowly than colour, so the map does not have to be rebuilt as often as the picture. Lower Depth Map AI FPS Limit, or turn on Auto AI FPS Limit and let it pace itself against how long the model actually takes. Watch Inference (DML) in the stats panel while you tune.
A report with a log attached gets fixed; a report without one gets a request for a log.
The checkbox at the bottom of the window. It adds a Debug tab with the raw log — switch it on before reproducing the problem, not after.
Do the thing that breaks, then press Save Log on the Debug tab. That file is what to attach. The logs kept next to FlatVR.exe are worth adding if the app crashed outright.
Headset and runtime, the game, the depth mode, and whether it was a virtual monitor or a direct capture. Those four pin down most reports on their own.