Follow-Up on XR Platform Blog Post - How are the various systems supposed to work together?

@Shaunyowns thanks for the update

To add to this feedback, user @Claytonious posted about activating the announced Fixed Foveated Rendering (FFR) on Vulkan Multiview on Oculus Quest/Go here

From my own testing as well as Claytonious’ post, there currently is no documentation on how to activate it or adjust it when using the Oculus XR Plugin on its own with XR Management, but in the android logs, it reports this, which does tell us there is a way to adjust it using the Oculus XR Plugin alone:
“Vulkan FFR is supported, with density map size 32x32”

Where there should be some guidance on how to activate FFR:
https://docs.unity3d.com/Packages/com.unity.xr.oculus@1.1/manual/index.html