Unable to get Foveated Rendering working in any condition

Currently on 2021.3.28 LTS, latest URP and Oculus XR plugin + integration package. Tried this with multiple versions as well.

Using a brand new empty project, Used built in pipeline, URP, OpenGL, Vulkan, MSAA off, 1x renderscale. Checked on RenderDoc and there was no final blit, and headset reports FFR level correctly.

I have a single script where in Start I set OVRManager → enable dynamic foveation (tried false as well)
OVRManager → foveation level high

So whats the deal here? Why doesn’t it work at all

Is this on PC or quest natively?
If on PC use DX11 instead of OpenGL.
And check if it does work with msaa enabled

This is on Quest 2 natively, Android and IL2CPP

Then maybe try vulkan.
Try 2x msaa
Check logcat for any errors

I have tried Vulkan and just tried MSAA 2x w/ Vulkan, but no change. Nothing on logcat, just mentions that Fixed Foveated Rendering is selected in Oculus plugin settings. I added these lines to Update to see if there would be any issues but still nothing happens:

 OVRManager.useDynamicFoveatedRendering = true;
OVRManager.foveatedRenderingLevel = OVRManager.FoveatedRenderingLevel.HighTop;

Is this Editor only or builds? AFAIK FFR (and App SW) can only be enabled when running in builds.

This is a build on the Quest 2. Just a new empty project with foveated rendering enabled and not much else. Ive tried with both 2021 LTS and 2022 LTS but doesnt work on either. Have you ran it successfully?

Bump, in case someone knows whats up

Contacted Meta and it does seem to be broken on the headset (Quest 2) as of now (v50-55 tested). Not related to Unity it seems