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Oculus Quest support? #1

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TetsuriSonoda2 opened this issue Dec 29, 2021 · 3 comments
Open

Oculus Quest support? #1

TetsuriSonoda2 opened this issue Dec 29, 2021 · 3 comments

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@TetsuriSonoda2
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TetsuriSonoda2 commented Dec 29, 2021

Target device: Oculus Quest/Quest2
Unity version: 2020.3.21f1 with patched URP10.6.0 on Windows
Packages for VR: Oculus Integration 35.0 (I tried both LibOVR and OpenXR backends), Oculus XR Plugin 1.10.0

I'm currently trying to test FSR in Oculus Quest/Quest2, but it looks not enabled.

On Windows build and Unity Editor, FSR is applied correctly and I can see the edges are sharper.
When I check Unity's Frame Debugger, I see that FSR is processed in the "Render Final PostProcessing Pass" in the Editor.
But when I run the build app on Quest, I don't see FSR in the Render Final PostProcessing Pass or anywhere else.
Is Quest not supported yet?

@francisjsun-amd
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Hi @TetsuriSonoda2 ,

Thanks for your feedback. Mobile platforms (including those in standalone VR headsets) are not guaranteed to work due to the current compute shader implementation.

@ebellumat
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I'm using with Oculus Quest and works well using Vulkan!

@Wully616
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Wully616 commented Apr 1, 2022

I'm using with Oculus Quest and works well using Vulkan!

what version of unity and urp are you using? I couldn't get it to work with single pass stereo

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4 participants