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?1.4KViews1like2CommentsFixed 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?Solved3.8KViews0likes3CommentsPost 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 Thanks3KViews0likes1CommentDoes FFR (Fixed Foveated Rendering) supported by Oculus Questuse qualcomm GL extensions?
Oculus SDK 1.37 FFR feature: /// <summary> /// Gets if tiled-based multi-resolution technique is supported /// This feature is only supported on QCOMM-based Android devices /// </summary> public static bool tiledMultiResSupported { get { return OVRPlugin.tiledMultiResSupported; } } https://www.khronos.org/registry/OpenGL/extensions/QCOM/QCOM_texture_foveated.txt https://www.khronos.org/registry/OpenGL/extensions/QCOM/QCOM_framebuffer_foveated.txt Hi, all Can someone tell me if Oculus' FFR feature is use an extension of qualcomm GL? Thanks.729Views0likes0Comments