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Fixed Foveated Rendering on Oculus Quest problems

Discussion in 'AR/VR (XR) Discussion' started by jlee-lee, Jul 19, 2019.

  1. jlee-lee

    jlee-lee

    Joined:
    Dec 26, 2014
    Posts:
    4
    Hello VR Devs,

    Just wondering if anyone was able to achieve FFR on the Quest in Unity2019.1, as it seems like any setting via the OVRManager.cs does not work, I am using the following code:

    Code (CSharp):
    1. OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.High;
    I've scoured around to find similar threads on the topic but many seem to also have the same problem, any possible ideas? Unity Version: 2019.1.8f1

    Also nothing useful (aside from the line of code) on developer.oculus.com/documentation/quest/latest/concepts/unity-advanced-quest/


    Thanks in advance
     
    ROBYER1 likes this.
  2. PsychoStuey

    PsychoStuey

    Joined:
    Mar 4, 2015
    Posts:
    13
    I don't know if you're using the lightweight render pipeline or not, but a fix I found if you are is to go into Packages at the bottom of the Project window in the editor > Lightweight RP > Runtime > ForwardRenderer.cs and scroll down to line 327 and just return false immediately. Suggestion from another user somewhere that seemed to allow FFR to work.
     
    ROBYER1 likes this.
  3. justdizzy

    justdizzy

    Joined:
    Mar 8, 2016
    Posts:
    88
  4. jlee-lee

    jlee-lee

    Joined:
    Dec 26, 2014
    Posts:
    4
    Thanks for the reply! Unfortunately I am not using the LWRP. Speaking with Unity support could not come up with a solution either unfortunately; seems to be a mysterious bug happening here :(
     
  5. V-J

    V-J

    Joined:
    Apr 1, 2015
    Posts:
    73
    Did you put in the update()? if so test if it works in the start(). Make sure you don't have any other instances of OVRManager.tiledMultiResLevel set in any of the OVR scripts that might be overriding yours.
     
  6. kode80

    kode80

    Joined:
    Aug 1, 2013
    Posts:
    151
    Make sure your camera is clearing both color and depth. If it’s only clearing depth FFR won’t work.
     
  7. V-J

    V-J

    Joined:
    Apr 1, 2015
    Posts:
    73
    Can you explain how to do this?
     
  8. kode80

    kode80

    Joined:
    Aug 1, 2013
    Posts:
    151
    Just make sure your camera’s clear flags are set to; color or skybox.

    If you’re rendering via graphics API or command buffers, make sure any clear render target calls are passing true for both depth and color clear arguments.
     
  9. kode80

    kode80

    Joined:
    Aug 1, 2013
    Posts:
    151
    Also, make sure you’re rendering directly to the frame buffer. FFR won’t work if you’re rendering offscreen; i.e. if you have a render texture assigned to your camera.
     
    Dragnipurake97 likes this.