Open TetsuriSonoda2 opened 2 years ago
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.
I'm using with Oculus Quest and works well using Vulkan!
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
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?