Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

Bug Set Foveated Rendering Mode with URP does not work

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

  1. abenyeip

    abenyeip

    Joined:
    Nov 3, 2022
    Posts:
    1
    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

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,528
    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

    jdiehl_unity3d

    Unity Technologies

    Joined:
    May 22, 2023
    Posts:
    1
    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
    MetaXRFoveationFeature.foveatedRenderingLevel


    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.