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Fixed Foveated Rendering working on one Quest, but not the other?

Discussion in 'AR/VR (XR) Discussion' started by Vad3rInHale, Jun 4, 2020.

  1. Vad3rInHale

    Vad3rInHale

    Joined:
    Apr 19, 2015
    Posts:
    96
    I'm using Unity to build games for the Quest. I've been using FFR for the longest time on the single Quest device I was developing for. I've just received and set up a new Quest device, but FFR isn't working on this one. I've already checked, and they have all the same system, software, and versions.

    Are there different models of the Quest, based on timing of purchase, that do or don't support FFR?

    This is making me crazy.

    Thanks, Alex
     
  2. Vad3rInHale

    Vad3rInHale

    Joined:
    Apr 19, 2015
    Posts:
    96
    It seems that my old one is 128 GB and new one is 64 GB? Why would that make a difference?
     
  3. Vad3rInHale

    Vad3rInHale

    Joined:
    Apr 19, 2015
    Posts:
    96
    I think my biggest issue is, when you call OVRManager.fixedFoveatedRenderingSupported
    it says 'True' on both devices. So, although it's supported, it doesn't actually render it?
    I'm very confused