11-28-2023 07:56 PM - edited 11-29-2023 09:56 AM
We're in the process of updating our game for Quest 3, and we want to support 120hz as an option, but it doesn't seem to be a supported frequency.
As an example, when we call "OVRPlugin.systemDisplayFrequenciesAvailable", we get:
"72, 72, 80 80, 90, 90"
Here's what we've done to try to get 120 to work:
The only thing that seems like it should have an effect, is the first thing, making sure it's turned on in the quest settings.
Weirdly, 120HZ was working on a Quest 2 a few weeks ago (haven't gotten around to retesting locally yet).
Edit: Just tested it today, and the same build can be set to 120hz on the Quest 2, but not the Quest 3.
For what it's worth, it sounds like perhaps DeoVR users have encountered the same issue, as seen here.
Is it expected that the Quest 3 doesn't actually have native 120hz support yet?
02-08-2024 03:52 PM
I haven't tried OVRPlugin.systemDisplayFrequenciesAvailable sorry
Maybe you can just run Unity.XR.Oculus.Performance.TrySetDisplayRefreshRate(120)
What does it return? Should be true, works on mine
02-11-2024 09:31 AM
Will give that a go! 🙂
(sorry for the late reply - this site wouldn't let me reply without turning on third-party cookies)
02-28-2024 06:44 AM - edited 02-28-2024 10:05 AM
02-28-2024 11:58 AM
no i didnt add any Quest 3 to any manifest. I think it just worked
Quest 3 isnt an option (XR Plugin Management -> Oculus -> Target Devices)
2 options: Quest 2, Quest Pro
I have Quest Pro unchecked
What is returned by TrySetDisplayRefreshRate?
02-28-2024 12:25 PM
I use Oculus XR Plugin 4.0.0 May 05 2023
are you still on 3.3.0
Try my 120FPS Unity on Quest 3: Repossessed
02-28-2024 12:45 PM
I found the issue! I needed to tick the Quest 3 box in the OculusProjectConfig scriptable object.
I hadn't thought to look there, as honestly, we wouldn't have touched that since mid 2021.
My understanding is that doing this adds it to the manifest. Not sure how that interacts with the tick boxes in the XR plugin management area.
02-28-2024 01:44 PM
I have no idea what OculusProjectConfig is but great news well done!