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Cross-Platform Foveated Rendering for VR?

Discussion in 'VR' started by ROBYER1, Aug 15, 2019.

  1. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    851
    Has anyone got any tips or knowledge to share on where to start with Fixed Foveated Rendering for VR? I am aware there is a direct implementation for Vive and Oculus separately via their SDKs/the asset store.. but nothing available that is more suitable for cross-platform development. We are developing a VR app that will run on many different headsets.


    https://developer.oculus.com/blog/optimizing-oculus-go-for-performance/
     
    hippocoder likes this.
  2. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    26,727
    Yo,

    Need this cross platform, we don't want to go through oculus DLLS and other nonsense. Any update please, staff? :)

    It's relevant now you've removed the final blit in 7.15 URP (AFAICT)
     
    ROBYER1 likes this.
  3. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    851
    There is cross-platform solution through Vulkan, I am hoping to see it implemented when Vulkan support for mobile VR is added. A response from the developers on this would be great of course.

     
    hippocoder likes this.
  4. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    26,727
    How far off is Vulkan support?

    I'd love to use it! In the meantime I can't use FFR even with the oculus manager because sadly 7.15 doesn't run any shadergraph authored shaders. Verified package my arse :)

    If the CEO is going to say VR is the biggest thing since sliced bread, and he absolutely did mean that, and there's going to be huge oculus marketing behind it....

    ... Then yeah, I'd expect verified packages to work in VR.
     
    ROBYER1 likes this.
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