HDRP foveated rendering

URP just got SRP foveated rendering, which is great!
Seeing the name SRP foveated rendering, I thought this would be a core feature for all SRP, but it’s under consideration for HDRP.

I just wondered if this will be ported to HDRP at all. With all the heavy effects this could be great for performance

Thanks for asking about HDRP specifically. The current focus has been on unteathered XR, which is only supported by URP - hence URP foveated rendering support. However, for HDRP this work is still under consideration and if it is important to you, please upvote the card on our public roadmap so we can ensure its priority gets re-evaluated in future.

https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/1968-hdrp-foveated-rendering

hey, in theory that actually make sense but in practice it’s a little bit more complicated than that.

AFAIK, The support for foveated rendering was for PS VR2 and the API for this one apparently have a lots of very special needs making the HDRP support a lot more complicated than URP.

It would be possible to use the simpler solution made in URP in HDRP but afaik there’s no effort planned around this due because our team is spread too thin and the priorities shift regarding Unity Next generation.

Hope that helps clarify a little.

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Understandable. If you can give any insights, does the unified rendering then support foveated rendering on all platforms/quality levels?
Or will that have limited implementation

For now, it’s supported for Android XR and MetaQuest AFAIK

Bummer, but thank you

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Could you give more context on your project and how important it is for you?
Have you considered upscalers like DLSS, STP or FSR2?

The current projects just use URP, but I am looking into real estate visualisations with 3D scans and augmentations.
Would like to work more with HDRP in the future, but I feel like it lacks stability and support atm

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as mentioned in another thread, DLSS is broken with VR in Unity 6, and my submitted bug was rejected as won’t fix, with a wrong statement about incompatibility between DLSS and XR (which is nonsense, as it works absolutely fine in 2023.2.20).

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