GPUOpen-Effects / FidelityFX-FSR-Unity-URP

FidelityFX FSR 1.0 for the Unity URP
MIT License
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Oculus Quest support? #1

Open TetsuriSonoda2 opened 2 years ago

TetsuriSonoda2 commented 2 years ago

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 commented 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.

ebellumat commented 2 years ago

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

Wully616 commented 2 years ago

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