Skip to main content
SkyArcher
Participant
October 10, 2024

[URP - OpenGL] Dynamic Resolution not working correctly

  • October 10, 2024
  • 2 replies
  • 855 views

Dynamic Resolution is always using the highest resolution possible even when the game is dropping frames. I'm testing this on Quest 2 and Quest 3, both with the latest OS version installed. Other features like Dynamic FFR, Dual-Core Mode, CPU/GPU Level Trading all are working correctly- only Dynamic Resolution seems to not work as intended. This is my current project setup:

  • Unity 2022.3.49
  • URP and OpenGL
  • Universal RP 14.0.11
  • Meta XR Platform SDK 69.0.0
  • Meta XR Core SDK 69.0.0
  • Oculus XR Plugin 4.3.0
  • URP Render Scale is 1x
  • Dynamic resolution is ON, min: 0.95x, max: 1.2x
  • Dynamic FFR is ON, max: High

I'm really not sure what to look into, technically all the known issues mentioned in the Dynamic Resolution documentation page have been fixed in Unity versions prior to the one I'm using.

    This topic has been closed for replies.

    2 replies

    Participant
    May 18, 2025

    Same here. Can't get dynamic res to work on Unity 2022.3.56/Meta SDK 74/URP Vulkan

    Dynamic res is on in OVRManager with agressive limits of 0.3/1.5 for testing, camera allows dynamic res, but it's not working in a basically clean project with just lots of geometry instanced to force high GPU load

    New Participant
    May 20, 2025

    Also is everyone having shakiness when the resolution changes?
    The resolution can changes too fast and everything becomes shaky / jittery. Someone on github made a script that doesnt change too often to avoid this issue.