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Bug Set Foveated Rendering Mode with URP does not work

Discussion in 'VR' started by abenyeip, Jul 13, 2023.

  1. abenyeip


    Nov 3, 2022
    Hello, are OpenXR extension XR_FB_foveation, XR_FB_spacewarp & XR_KHR_composition_layer_depth available for non-Meta devices if implemented in OpenXR Plugin?

    Also, for XR_FB_foveation we found that there is a function CommandBuffer.SetFoveatedRenderingMode. Enabling this while using URP does not change the foveated level of our swapchain. Could you detail for us the steps that we need to take to enable and use the XR_FB_foveation extension?
  2. DevDunk


    Feb 13, 2020
    Do you mean that is does work in BiRP?
    I don't think FFR works in 2022.3 and earlier. They are working on cross platform FFR I think
  3. jdiehl_unity3d


    Unity Technologies

    May 22, 2023
    Currently the XR_FB_foveation extension is only applicable to Meta devices. The ability to enable it with the OpenXR provider is done by a script inside the Oculus Integration Asset, so you would have to import that into your project. After importing you should see Meta XR Foveation under the list of OpenXR features you can enable inside the XR Plug-in Management section of your Project Settings. You can adjust the foveation level during runtime by setting

    Cross platform foveation is something that's being worked on, but it is a complex subject so there is not a concrete eta for when it may land at the moment.
    DevDunk likes this.