Forum Discussion
ROBYER1
6 years agoExpert Protege
Enable Foveated Rendering in Unity without Oculus Integration
From my understanding, to enable foveated rendering on the Quest/Go, you must use "OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.High" or similar to enable foveated rendering in a Unity Project. This also requires having at least one OVRManager on a gameobject in the scene.
I would like to know if it is possible to enable the foveated rendering without the need for the OVRManager in the scene or having Oculus Utilities/Integration imported into the Unity Project at all? Like is there anything we can add to the android manifest or call something from the Oculus(Android) integration from the package manager in Unity?
We want to simply use the Oculus (android) and Oculus (Desktop) packages from the package manager in our application but not include too much of the Oculus Integration asset from the Unity Asset store as it contains lots of code that conflicts with other plugins we are using.
I would like to know if it is possible to enable the foveated rendering without the need for the OVRManager in the scene or having Oculus Utilities/Integration imported into the Unity Project at all? Like is there anything we can add to the android manifest or call something from the Oculus(Android) integration from the package manager in Unity?
We want to simply use the Oculus (android) and Oculus (Desktop) packages from the package manager in our application but not include too much of the Oculus Integration asset from the Unity Asset store as it contains lots of code that conflicts with other plugins we are using.
4 Replies
- MikeFTrusteeNo, you must use the oculus integration for FFR
- ROBYER1Expert ProtegeI'm trying to get to the very bottom of where and how to activate FFR using Oculus scripts, it seems the very minimum thing you need is the 'OVR Camera Rig' script, and another script that has:in the start function.Code (CSharp):
- OVRPlugin.fixedFoveatedRenderingLevel = OVRPlugin.FixedFoveatedRenderingLevel.HighTop;
But apart from that, I'm having no luck simplifying the implementation of the FFR as we don't really want to use all the Oculus-specific camera rig and Utilities as our app is supporting other headsets. It seems to all lead back to the OVRPlugin referenced in the scripts, see this example from the 'OVRCameraRig.cs' that I am currently trying to get working without the rest of the codeCode (CSharp):- if (OVRNodeStateProperties.GetNodeStatePropertyVector3(Node.Head, NodeStatePropertyType.Position, OVRPlugin.Node.Head, OVRPlugin.Step.Render, out pos))
- headPose.position = pos;
- if (OVRNodeStateProperties.GetNodeStatePropertyQuaternion(Node.Head, NodeStatePropertyType.Orientation, OVRPlugin.Node.Head, OVRPlugin.Step.Render, out rot))
- headPose.orientation = rot;
- ROBYER1Expert ProtegeJust reporting back to say I cracked it, the only reason it wasn't working was because the Unity Camera in my scene was using completely default camera settings (maybe HDR set to 'off') or something. Anyways it would not work until I created a new Unity camera, copied the default values from its camera component and applied them to the camera on our VR rig.
- blascoburguillosExplorer
Has this situation remained the same? why do we need to have exactly the same default camera parameters?
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