Quest 2 Resolution Scaling in Unity
Does anyone else have an issue with resolution scaling in Unity 2021.3.16f1 and Oculus URP? We're using Vulkan, OculusXR Feature, single pass instanced render mode, late latching, subsampled layout, and ASW. So with the current requirements, we need the resolution scale to be at the lowest at 85% for most of the time, but it's impossible to get 85% by setting either the min/max render scale in OVRManager (does dynamic resolution even work?), nor by setting the URP asset Quality/Render Scale to 0.85. What confuses us even more is how the resolution scale value in the OVR Metrics tool behaves when we change this value. For anything from 0.85 to 0.9, the result we get in OVR Metrics is 83%, and when we set it to 0.91, we get 90% on most of the Quest 2s and 87% for a single one of our Quest 2 units. We didn't have this issue with a very similar setup on our previous project with Unity 2019.
