Search Unity

Oculus Quest & Vulkan: when?

Discussion in 'AR/VR (XR) Discussion' started by Jelmer123, Dec 16, 2019.

  1. Jelmer123

    Jelmer123

    Joined:
    Feb 11, 2019
    Posts:
    243
    Bovine and Claytonious like this.
  2. Claytonious

    Claytonious

    Joined:
    Feb 16, 2009
    Posts:
    902
    Bovine and Jelmer123 like this.
  3. Bovine

    Bovine

    Joined:
    Oct 13, 2010
    Posts:
    195
    Be great to get an answer on this, the Unity roadmap does not appear to mention it or other items such as support for point light shadow, which I believe are still unsupported in URP
     
  4. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    1,453
    https://unity.com/releases/2019-3/platforms

    Vulkan enabled on Oculus Quest

    Vulkan is now enabled on Oculus Quest, using multiview Fixed Foveated Rendering (FFR). This enables developers to deliver higher quality experiences with more control over the GPU and lower CPU usage.

    However there is no explanation of how to enable FFR on Quest using Vulkan Multiview. Does anyone have a link to any documentation on it?
     
    Goyoman and Claytonious like this.
  5. Goyoman

    Goyoman

    Joined:
    Jun 16, 2015
    Posts:
    10
    https://developer.oculus.com/documentation/native/android/mobile-multiview
     
  6. Claytonious

    Claytonious

    Joined:
    Feb 16, 2009
    Posts:
    902
  7. Claytonious

    Claytonious

    Joined:
    Feb 16, 2009
    Posts:
    902
  8. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    1,453
    Even the asset store Oculus Integration doesn't support Vulkan, as mentioned in that post too.

    Can't believe there is no guidance on how to activate FFR through the XR Management - Oculus Loader which we are recommended to use on Unity 2019.3