Did anyone manage to get Fixed Foveated Rendering work on Oculus Quest 2 in stand alone mode?
I’m using UE 5.0.1. Tested on a newly created Virtual Reality Template project and it doesn’t work under any settings I’ve tried (Vulkan, OpenGL ES3.2, Legacy/Native OpenXR plugin and so on).
Event on PC it works wrong on gun model for left eye (you can see a grid of separated dots instead of lower resolution).
Bumping this - For me it seems like it’s working, but the whole thing is offset like 50% to the left, I can see the right edge of the rectangle cutting halfway down the right eye, and in the left eye I can clearly see the off-center circle where the center is clear and the surrounding is pixelated (Quest 2 PCVR, not mobile/standalone).
We’ve added the XR_FB_Foveation OpenXR extension in 5.3. You can enable it in Project Settings → OpenXR Settings, and use the following CVars to configure it:
static TAutoConsoleVariable<int32> CVarOpenXRFBFoveationLevel(
TEXT("xr.OpenXRFBFoveationLevel"),
0,
TEXT("Possible foveation levels as specified by the XrFoveationLevelFB enumeration.\n")
TEXT("0 = None, 1 = Low , 2 = Medium, 3 = High.\n"),
ECVF_Default);
static TAutoConsoleVariable<bool> CVarOpenXRFBFoveationDynamic(
TEXT("xr.OpenXRFBFoveationDynamic"),
false,
TEXT("Whether dynamically changing foveation based on performance headroom is enabled.\n"),
ECVF_Default);
static TAutoConsoleVariable<float> CVarOpenXRFBFoveationVerticalOffset(
TEXT("xr.OpenXRFBFoveationVerticalOffset"),
0,
TEXT("Desired vertical offset in degrees for the center of the foveation pattern.\n"),
ECVF_Default);
@VictorLerp I just tried that on a Quest 2 build in 5.3 , Without the MetaXR plugin - they dont yet have it on 5.3 . Even the OVR Metrics tool reports that there is foveation, but I cannot see any. What standalone headsets is this tested on … ?
There’s been more work done on the native foveation implementation on UE5/Main (GitHub). The change will go into 5.4 but you can try it out early if you sync and compile from Main.
Hi, @VictorLerp
In current UE5.3.2, I have set “xr.OpenXRFBFoveationLevel 3”, but there has no foveation effects. Will this command line be worked in UE5.4?
For now, only meta-xr plugin can enable the foveation correctly.