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Oculus Quest support?

Open TetsuriSonoda2 opened this issue 4 years ago • 3 comments

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?

TetsuriSonoda2 avatar Dec 29 '21 22:12 TetsuriSonoda2

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.

francisjsun-amd avatar Jan 17 '22 06:01 francisjsun-amd

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

ebellumat avatar Mar 23 '22 12:03 ebellumat

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

Wully616 avatar Apr 01 '22 23:04 Wully616