11-13-2023 02:13 PM
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
11-15-2023 01:55 PM
Ok, so really weird, it's working now using OVRManager (no OVRManger in scene added to an empty game object)
I had to reimport everything again from a backup and switch form Oculus to OpenVR as the app was crashing.
I added the hand interaction last this time, so who knows if the order of things is important.
Back up to 72fps on Quest 1 (YIPEEEEEE)