Ok, it took me a long time to figure this out (I’m not very knowledgeable about git etc)
So I just wanted to give A Simple Step by Step process for using application space warp.
Requirements: Unity 2020.3, Git bash, Git LFS.
1: create a folder anywhere and rightclick and select “gitbash here”
3: after you have downloaded the files, open your unity project file in file explorer and open the packages folder. Open the downloaded file folder and move “com.unity.render-pipelines.core”, “com.unity.render-pipelines.universal”, “com.unity.shadergraph” into the packages folder.
4:now open the project and there shouldn’t be any errors.
now just enable preview packages and download oculus xrs newest version, and oculus intergration package. Enable ASW in the oculus project settings and add a urp asset.
use this code: OVRManager.SetSpaceWarp(true);
and you should be basically set. have fun!
Yes as [mention|UZrWnRR5d2LdIDrk9dL9Dg==] already answered you here this is expected behavior. It’s also written in the documentation that this is how ASW works.
Here is the introduction text but there is a lot more information about frame rates in the documentation, you should definitely read it to the end to understand about frame rates:
“AppSW allows an app to render at half-rate (i.e. 36 FPS vs 72 FPS) by rendering a lower resolution motion vector buffer and depth buffer that the system uses to synthesize new frames, which results in an output of 72 FPS to the display.”
Hi I’m having trouble getting application space warp to work with the quest 2. Should I create a standard pipeline 3D unity project and then add these folders into packages or add these folders to a already created urp project?
Interesting… and it actually works for you? I don’t get any generated frames. Just half frame rate only… Could you possibly send over the project file of it working?
Managed to get it working on there sample project, but when i add it to my project AWS activated and goes down to 36 frames but it fails to generate the new frames correctly.
I have set this up now but when I use OVRManager.SetSpaceWarp(true), It halves my framerate and becomes choppy. At what point will it fill in the frames? This is simply just halving my frames and nothing more…
Hey there sorry for not giving the sample project. Ive been very busy and I don’t have the time to set it up.
if you go to Oculus-VR/Unity-Graphics: Unity Graphics - Including Scriptable Render Pipeline (github.com) you can get their offical sample project. I haven’t touched AWS in a while so they may have updated some things. I’m not that knowledgeable on AWS I just shared the method that worked for me. I’m not sure of the cause of the frames not being filled in but if you use the oculus debug tool you should be able to see the AWS frames and the actual framerate. cheers