HDRP + VR + FSR2 ghosting on one eye

Forward rendering
Unity 6000.0.30f1
Oculus Quest 3 Airlink

A simple scene with HDRP & VR
With FSR2, the left eye has a shimmer of the scene at a very incorrect offset. It’s visible in the game view too. I tried injection at both before and after post process.

With DLSS or FSR1, everything looks fine.

I’m pretty sure there’s a bug here inside FSR. Can we fix this?

Also it seems the editor crashes consistently when I have FSR2 enabled and exiting VR.

I got a response from QA regarding a bug I submitted related to DLSS and XR, and the response was that dynamic resolution is not supported for XR.
This is ridiculous. It always worked (in 2022, 2023.1, 2023.2), so it’s a regression, but won’t get fixed.
We are currently on 2023.2 and cannot upgrade anymore. Not sure what the issue is with Unity right now, but this is getting at a state not acceptable for us anymore.

If anything, VR especially needs upscaling because the resolution is so demanding and HDRP scales very poorly with resolution.

However, I just found out that the 3rd party integration for FSR also doesn’t support HDRP+VR. (Also doesn’t support URP VR single pass)
FSR 3 - Upscaling for Unity | Utilities Tools | Unity Asset Store

But XESS does:

Sounds like there’s something inside FSR that’s the problem. Although given how FSR is open source I’m sure Unity’s grahpics team can solve this if they just spend a little bit of time on it.

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Completely agree that XR needs upscaler. And HDRP with XR works great with upscaling in all versions up to 2023.2.20 (DLSS and FSR1).

The issue is not that it cannot work, the issue is that there seems to be not enough people left at Unity to work on fixing bugs, so they are limiting scopes of what gets supported.
Situation seems not good at Unity right now.