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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?
The text was updated successfully, but these errors were encountered:
Thanks for your feedback. Mobile platforms (including those in standalone VR headsets) are not guaranteed to work due to the current compute shader implementation.
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?
The text was updated successfully, but these errors were encountered: