Fixed Foveated Rendering on Oculus Quest problems

Hello VR Devs,

Just wondering if anyone was able to achieve FFR on the Quest in Unity2019.1, as it seems like any setting via the OVRManager.cs does not work, I am using the following code:

OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.High;

I’ve scoured around to find similar threads on the topic but many seem to also have the same problem, any possible ideas? Unity Version: 2019.1.8f1

Also nothing useful (aside from the line of code) on developer.oculus.com/documentation/quest/latest/concepts/unity-advanced-quest/

Thanks in advance

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I don’t know if you’re using the lightweight render pipeline or not, but a fix I found if you are is to go into Packages at the bottom of the Project window in the editor > Lightweight RP > Runtime > ForwardRenderer.cs and scroll down to line 327 and just return false immediately. Suggestion from another user somewhere that seemed to allow FFR to work.

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Here is the thread of the LWRP FFR vs MSAA issue:

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Thanks for the reply! Unfortunately I am not using the LWRP. Speaking with Unity support could not come up with a solution either unfortunately; seems to be a mysterious bug happening here :frowning:

Did you put in the update()? if so test if it works in the start(). Make sure you don’t have any other instances of OVRManager.tiledMultiResLevel set in any of the OVR scripts that might be overriding yours.

Make sure your camera is clearing both color and depth. If it’s only clearing depth FFR won’t work.

Can you explain how to do this?

Just make sure your camera’s clear flags are set to; color or skybox.

If you’re rendering via graphics API or command buffers, make sure any clear render target calls are passing true for both depth and color clear arguments.

Also, make sure you’re rendering directly to the frame buffer. FFR won’t work if you’re rendering offscreen; i.e. if you have a render texture assigned to your camera.

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