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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...
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