Hey y'all! Today I did some testing with FFR on the Go using the 4.22.3 Oculus branch with the 1.39 plugin Turns out that when using Vulkan, FFR apparently does not work, regardless if I set the FFR enum every frame, at the very beginning using my game instance or in the plugin itself. When I build the application for arm7 or arm64, ditching Vulkan for ES3.1, FFR is supposedly enabled, but I do not gain any performance nor does the displayed image quality change.
Am I missing something simple, is this simply not supported on the Go at this point or was this adressed already in an updated plugin version?