Tutorial: How to install Application-Spacewarp

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”

2: Use this command:
git lfs clone -b 2020.3/oculus-app-spacewarp GitHub - Oculus-VR/Unity-Graphics: Unity Graphics - Including Scriptable Render Pipeline

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!

Extra:
https://developer.oculus.com/documentation/unity/unity-asw/#how-to-enable-appsw-in-app

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is this for new projects, or am I able to update an existing one this way?

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Error when writing ovrmanager.SetSpaceWarp no such thing. I’ve follow all steps above.

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There is more information about how to do it here:

and here: HOW TO: Improve Performance with Vulkan and Oculus Quest (2)

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you should be able to update existing projects with this but things might break

are you sure you got the oculus xr preview package? ovr manager comes with that

How do I choose the frame rate that I want? It seems to half the framerate when turned on

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?

both scenarios should work fine from my testing before

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?

have you assigned a URP asset in the project settings? I’m pretty sure I had the same issue before when forgot that

Yes Iv done that. Still doesn’t work… any chance you could send me the project file? Would be really appreciated

Ok sure. When I have some free time I:ll send you a blank working one!

Thankyou so much. Any idea when that may be?

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.

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Unity have plans to implement spacewarp with shadergraph? All my shaders are created with it.

Where is their sample project and what version of unity are you using? 2020.3.0f1?

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