Why does changing the render resolution turn my Quest's screen black with spastic red flashes?
I'm trying to change the render resolution on my Quest app to test the impact on performance, but it doesn't seem to work. The screen turns black and I get a dim red noise pattern flashing rapidly across the whole screen. I'm using the exact code shown here or in other words just the single line: UnityEngine.XR.XRSettings.eyeTextureResolutionScale = 1.01f; The visual glitch happens when setting eyeTextureResolutionScale to anything but 1, even if it's only 1.01, or 0.99. If I set it low enough, like 0.1, I also get a full frame of video about once per second before it goes back to mostly black. This code is supposed to be usable on the Quest, right? Because it works fine on the Go and the Oculus site doesn't say anything about it being incompatible with the Quest. I'm using the Lightweight Render Pipeline in this app, could that be the problem? Also, is there any other way to change the render resolution?Solved2.6KViews0likes2Comments