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Bug Eye Tracked Foveated Rendering doesn't work with URP

Discussion in 'VR' started by Koboct-Denis, Nov 2, 2022.

  1. Koboct-Denis

    Koboct-Denis

    Joined:
    Jul 20, 2022
    Posts:
    22
    I want to use the Eye Tracked Foveated Rendering feature of the quest pro.
    I followed the prerequisites mentioned here https://developer.oculus.com/documentation/unity/unity-eye-tracked-foveated-rendering/
    But I couldn't make the ETFR work with URP (it seems to work fine with legacy).

    When building the app I only get a black screen, no Unity logo, no app launch.

    Is URP not supported yet? I don't see any mention of this anywhere.

    Anyone managed to get ETFR work with URP?
     
  2. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    851
    Same issue here. Black screen, app does not start. I also hope that, after this is repaired, that we are able to support both rendering methods in one build, else we need to have two separate builds for Quest and Quest Pro.
     
  3. Kevin-VFX

    Kevin-VFX

    Joined:
    Apr 17, 2016
    Posts:
    54
    What version is everyone using? I had it working a few weeks ago in 2021.3, but the recent versions are all over the place. I can't seem to get it to work anymore in 2021.3. Eye tracking is working in 2023.1, but I can't seem to get the ETFR to work. It's allowed and enable, but just not moving the foveation.
     
  4. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    851
    Tried latest LTS today (2021.3.15), which claims to have fixes regarding eye tracked foveated rendering. Still same behaviour, just a black screen. BTW I am using passthrough, too. Fixed foveated rendering works fine on both Quest Pro and Quest 2.
     
  5. mikesf

    mikesf

    Unity Technologies

    Joined:
    Jul 14, 2017
    Posts:
    14
    We have fixed a related Vulkan issue for Quest Pro. Please try again in the next version 2021.3.16f1 when it's released (coming soon).
     
  6. chris-nolet

    chris-nolet

    Joined:
    Feb 18, 2014
    Posts:
    13
    Hmm, I'm not able to get ETFR working on any version of Unity (including 2021.3.16f1) with the built-in render pipeline. I've switched to Vulkan and selected ETFR in the Oculus XR Plugin settings. Is there anything else we need to do – or is this still just broken for everybody?

    I've tried 2021.3.0, 2021.3.4, 2021.3.15 and 2021.3.16 without any luck.
     
  7. Koboct-Denis

    Koboct-Denis

    Joined:
    Jul 20, 2022
    Posts:
    22
    Hi, we've returned the Quest Pro, so I won't be able to test any further ETFR.

    Hello, I used 2021.3.9 when I tested and it worked with built-in RP, make sure to follow prerequisites and project setup as mentioned here:
    https://developer.oculus.com/documentation/unity/unity-eye-tracked-foveated-rendering/
     
  8. MaxQuinonesSantander

    MaxQuinonesSantander

    Joined:
    Feb 20, 2020
    Posts:
    11
    any news? i still working on it..
     
  9. ludzeller

    ludzeller

    Joined:
    Nov 11, 2016
    Posts:
    8
    I just upped my project to Oculus XR Plugin 3.2.3 and Unity Editor 2021.3.21f and this finally fixed eye-tracked foveated rendering for Quest Pro for me.

    www.opensoundlab.org
     
    Koboct-Denis and chris-nolet like this.