Meta XR All-in-One SDK with Unity XR OpenVR and Foveated Rendering
Hello
I am using Unity XR OpenVR because it does multiple controller ray interaction and hands. Oculus doesn't appear to do hands out of the box (or at least what I tested). Before I implemented hands I was using the Oculus system from Android (not OpenVR) and fixed foveated rendering worked using Utils. After switching to OpenVR and importing com.meta.xr.sdk.all I tried using the OVRManager to set foveated fending but it does nothing. I added the OVRManger to an empty game object in the scene and the app crashes now. I only need foveate rendering to get the Quest 1 running at 72fps. I have 2 questions
1) Is it worth trying to get FFR working for the Quest 1 frame rate (Does Meta care about Quest 1 anymore)
2) How do you get FFR working. with Unity XR, Open VR and Meta XR All-in-One. Ovr Metric tools just has FFR at 0 no matter what I try
