a month ago
Dynamic Resolution is always using the highest resolution possible even when the game is dropping frames. I'm testing this on Quest 2 and Quest 3, both with the latest OS version installed. Other features like Dynamic FFR, Dual-Core Mode, CPU/GPU Level Trading all are working correctly- only Dynamic Resolution seems to not work as intended. This is my current project setup:
I'm really not sure what to look into, technically all the known issues mentioned in the Dynamic Resolution documentation page have been fixed in Unity versions prior to the one I'm using.