Fixed 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?615Views0likes0CommentsUnusual distortion when using FFR
Tried Unity 2019.3.5 & 2019.3.12 Unity Android package 2.38.6 Oculus SDK plugin (not XR plugin): 1.44 I'm using dynamic FFR as well as static FFR (option on menu). I'm seeing a very strange line "seam" between geometry, although the geometry is continuous. I've captured using renderdoc and the effect was not present. It is only present in the headset at the intersection boundary of the lower resolution FFR areas. It changes between the medium and low res as well. If I disable FFR the effect goes away. It appears to be related to the distance of the geometry. Closer terrain sections do not show the problem. I've tried changing the near and far clipping planes, disabling MSAA and Multiview/multipass but it didn't help.690Views1like1CommentDecreasing 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?409Views0likes0Comments