Now you made it worse (by adding to the confusion). Take a step back. You already had a render target view (mRenderTargetView_Backbuffer) set otherwise nothing would render. So your PIX run was "fine", and I think I was spot on: Your bound render target texture (probably coming from your swap chain) has is 1304x478 and your depth buffer is 1280x720.
Normally I would suspect the common pitfall of a mismatch between windows client size and render target size (search the forum and also lookup GetClientRect and AdjustWindowRectEx in the WinAPI docs).
But here the height is so far off, there's likely something else going on. Anyway: render target and depth size must match (forget about sample description for now, this is only for MSAA, just use (1,0) throughout).
It looks like you're getting your dimensions from a (global) configuration. Make sure those values are correct after window and swapchain creation (and after window resize, if you handle that too).
Edit: Wait, PIX is making a mess on my side with that run. The swapchain texture changes size dependant of the render tab size (huh?). In the objects tab the sizes match perfectly 1280x720. Strange. Depth seems to work, by the way.
Edit: Oh, yeah: You really should use the D3D11_CREATE_DEVICE_DEBUG flag. In that PIX run you still don't. As said, the debug layer would scream about the size mismatch.