I'm developing VR game for quest 2 and quest 3 and found if I run game
as normal Android app and show it in window mode, it is more clear than
what I see it in VR mode.I found even I change Unity URP render scale to
2x, it's still not the same in win...
I found Fixed-Foveated Rendering works well when I don't use any render
feature or post process.But if I add any pass requires rendering into a
intermediate render texture, then FFR is disabled for those render
passes and only enable in FinalBlit pas...
I have the same problem when developing a game player can sit to play,
so the head pose recenter is every useful when loading a new scene.After
digging more about those APIs, I found none of them works on my quest 2,
so decide to recenter it by mysel...