Why not enable Fixed-Foveated Rendering for intermediate render texture?
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 pass. I have checked the document and it also said not recommend to use FFR in this situation:https://docs.unity3d.com/Packages/com.unity.xr.oculus@4.1/manual/index.html I also checked the Vulkan document and found nothing force me not to use FFR in render pass which uses intermediate render texture. Is there any options could force enable FFR or am I missing something which not allow FFR being used in this case?1.4KViews1like2Commentsunreal 5.1.1 + metaXR 49 FFR greyed out / not working
I'm testing a project in 5.1.1 and attempting to enable FFR. XrApi=NativeOpenXR - Unreal Loads, but FFR options in the Options MetaXR plugin greyed out XrApi=OVRPluginOpenXR - Crashes unreal on startup with dx11 or dx12 rhi Assertion failed: Size > 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Buffer.cpp] [Line: 24] Attempt to create buffer 'FOculusXRHMD' with size 0. UnrealEditor_D3D11RHI UnrealEditor_OculusXRHMD!OculusXRHMD::BuildOcclusionMesh() [P:\SVR\spaceVR51_convert\Plugins\MetaXR\Source\OculusXRHMD\Private\OculusXRHMD.cpp:2711] UnrealEditor_OculusXRHMD!TEnqueueUniqueRenderCommandType<`OculusXRHMD::FOculusXRHMD::SetupOcclusionMeshes'::`2'::SetupOcclusionMeshesCmdName,<lambda_2fad79b2e4f9b715a270c9ed185c9dc1> >::DoTask() [C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:206] UnrealEditor_OculusXRHMD!TGraphTask<TEnqueueUniqueRenderCommandType<`OculusXRHMD::FOculusXRHMD::SetupOcclusionMeshes'::`2'::SetupOcclusionMeshesCmdName,<lambda_2fad79b2e4f9b715a270c9ed185c9dc1> > >::ExecuteTask() [C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348] UnrealEditor_Core UnrealEditor_Core UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Core UnrealEditor_Core kernel32 ntdll1.3KViews3likes0CommentsFixed Foveated Rendering Gets Set To Zero Oculus Quest 2
Hello, I am having a strange issue where the fixed foveated rendering level gets set to zero after the power button on the headset is pressed twice on the oculus quest, nothing I do after that changes the level. When the game is launched OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.Medium; manages to set the level correctly, however after pressing the power button, the line does nothing. No error messages or anything of the sort either. Has anyone experienced or is experiencing this issue?Solved3.8KViews0likes3CommentsNo performance gain with FFR - how is that possible?
Hey there, I'm using Unity (2021.1.28f1, URP 11.0.0) to build (Vulkan, Multi-Pass) for Quest 2. I'm desperately trying to get more perfromance for the application I'm making, as it's not reaching a constant 72 fps, but am stuck around 60 fps. I switched to Vulkan to be able to use Fixed Foveated Rendering and was hoping to thus gain the ~20% framerate increase I need. Unfortunately even though I'm GPU bound, activating FFR does nothing in terms of framerate, it just leads to a (barely noticeable) reduction in visual fidelity. Even at the highest level 4, I do not notice any speed-up, yet according to the Oculus Quest documentation the device should only have to render less than half the pixels! In terms of performance, his should be equivalent to reducing the camera's render target scale quite a bit, which, as I tried (reducing from 1 to 0.9) leads to the desired framerate of 72 fps. Now, I wonder: what is FFR really doing? The graphics in the docs indicate that only 46% of pixels (I counted!) need to be rendered on FFR set to "High Top", so how can that not lead to a massive improvement in perfromance? Thankful for any information on how and when to use FFR. Cheers!5.4KViews0likes5CommentsPost Processing and Fixed Foveated Rendering with URP
We are currently working on a title for Quest and we seemingly cannot have Fixed Foveated Rendering and any post processing in our game. The summary of our issue is that we would like the option of applying dynamic bloom within the game on platforms (Quest 2) that would possibly have the GPU head-room to allow it. At the moment we cannot determine if we have the option, because we are unable to enable FFR whilst also enabling bloom via Unity URP's default Post-Processing. As far as I am aware, any additional blit carried out by URP's pipeline disables Oculus' FFR, meaning we cannot gather the performance data required with both enabled to determine if it is a viable possibility. We're posting here as we can't find any other instances on this forum but it seems this is a known issue over on the Unity forums, but are not sure of the solution, whether it requires a custom bloom implementation on our part, a modification of the URP pipeline, or if the problem can be resolved within the Unity Oculus XR package. We are using Unity Version 2020.3.0f1 Thanks3KViews0likes1CommentFixed Foveated Rendering on Game Ports
I am somewhat involved in the Dr. Beef game ports (Quake, Quake 2, Half life, RTCW, Doom 3). I am trying to ascertain why it is not possible to switch on FFR, or rather it has no effect. For starters I have been setting the FFR level via ADB. I have been able to get this to work in Oculus home and other Apps (Unity etc) so know how to detect it (I use the highest setting). However in all of the ports there is no change at all. My understanding from reading the SDK documents is that this should just work. Is there something special in the rendering we need to enable for this to happen?615Views0likes0CommentsDecreasing the shimmering on the edges with fixed foveated rendering
The low resolution at the edges isn't distracting because of its low detail, but because of the shimmer it creates with movement. Are there any approaches to decrease the distinctiveness of this? Does the stereo mismatch between L/R views play a factor? Can it be decreased with an additional blur shader on device?411Views0likes0CommentsWhy is there no Fixed foveated rendering with the Rift?
I was wondering why there is no FFR support for the Rift? I don't mean the super aggressive downsampling like with the Quest. But it would be really cool to have maybe 80% resolution at the sides and 120% resolution in the middle.485Views1like0Comments