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Feature Request Multi-View Rendering support for HMDs other than Quest

Discussion in 'VR' started by D1234567890, Apr 23, 2021.

  1. D1234567890


    Aug 11, 2019
    I have been looking into the differences between MVR (Multi-View Rendering) and SPI (Single Pass Instanced) and discovered that SPI assumes co-planar screens (most high-end PC VR headsets like Vive, Index etc) resulting in a slightly incorrect image. According to Nvidia, MVR solves this problem.

    Quest supports MVR as it uses the OpenGL/Vulkan extensions so some level of support is there.

    Unity designates this as a separate rendering mode in SinglePassStereoMode. But I have also seen that they share the same XR macro.

    When SPI is selected, will Unity use MVR under the hood when possible? Or will it come as a separate rendering mode in the future?

    Also, Metal doesn't support SPI, but it looks Metal might support MVR. Will Metal be getting MVR support too?

    This is sort of feature request and question. Thanks!