# Oculus Quest 2 and Fixed Foveated Rendering (UE5)

**URL:** <https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208>\
**Category:** XR Development\
**Tags:** Oculus, unreal-engine, UE5-0\
**Created:** [April 27, 2022, 4:04pm UTC](https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208 "2022-04-27T16:04:49Z")\
**Posts on this page:** 15\
**Page:** 1

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**Author:** ![Creo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Creo](https://forums.unrealengine.com/u/Creo)\
**Post date:** [April 27, 2022, 4:04pm UTC](https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208/1 "2022-04-27T16:04:49Z")

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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).

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**Author:** ![uJelleh](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@uJelleh](https://forums.unrealengine.com/u/uJelleh)\
**Post date:** [June 30, 2022, 4:32pm UTC](https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208/2 "2022-06-30T16:32:59Z")

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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).

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**Author:** ![Creo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Creo](https://forums.unrealengine.com/u/Creo)\
**Post date:** [June 30, 2022, 8:03pm UTC](https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208/3 "2022-06-30T20:03:52Z")

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Which UE version do you use?

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**Author:** ![jazznazz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jazznazz](https://forums.unrealengine.com/u/jazznazz)\
**Post date:** [December 23, 2022, 12:07am UTC](https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208/4 "2022-12-23T00:07:30Z")

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Any news on this ?  
Currently Fixed Foveated Rendering (FFR) also not working for me on Unreal 5.1 + Quest 2 Standalone.

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**Author:** ![VictorLerp](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/victorlerp/32/738381_2.png) [@VictorLerp](https://forums.unrealengine.com/u/VictorLerp)\
**Post date:** [January 5, 2023, 7:08pm UTC](https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208/5 "2023-01-05T19:08:40Z")

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FFR on Quest on OpenXR is only available in UE5 w. the MetaXR Plugin: [Meta XR Plugin in Code Plugins - UE Marketplace](https://www.unrealengine.com/marketplace/en-US/product/8313d8d7e7cf4e03a33e79eb757bccba/questions)

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**Author:** ![MPrangley3D](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MPrangley3D](https://forums.unrealengine.com/u/MPrangley3D)\
**Post date:** [August 9, 2023, 1:15pm UTC](https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208/6 "2023-08-09T13:15:44Z")

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I’m running into this issue on Meta’s 5.1 fork, so we’ve got the plugin - confirmed in Renderdoc that we’re not getting any FFR effect…

Anyone else manage to get this working?

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**Author:** ![VictorLerp](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/victorlerp/32/738381_2.png) [@VictorLerp](https://forums.unrealengine.com/u/VictorLerp)\
**Post date:** [August 9, 2023, 4:46pm UTC](https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208/7 "2023-08-09T16:46:00Z")

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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:

```auto
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);

```

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**Author:** ![jazznazz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jazznazz](https://forums.unrealengine.com/u/jazznazz)\
**Post date:** [October 17, 2023, 9:15am UTC](https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208/8 "2023-10-17T09:15:18Z")

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@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 … ?

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**Author:** ![VictorLerp](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/victorlerp/32/738381_2.png) [@VictorLerp](https://forums.unrealengine.com/u/VictorLerp)\
**Post date:** [October 19, 2023, 6:22pm UTC](https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208/9 "2023-10-19T18:22:25Z")

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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.

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**Author:** ![BingoUE](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BingoUE](https://forums.unrealengine.com/u/BingoUE)\
**Post date:** [April 23, 2024, 8:21am UTC](https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208/10 "2024-04-23T08:21:54Z")

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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.

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<div class="post-metadata">

**Author:** ![VictorLerp](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/victorlerp/32/738381_2.png) [@VictorLerp](https://forums.unrealengine.com/u/VictorLerp)\
**Post date:** [April 26, 2024, 3:57pm UTC](https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208/11 "2024-04-26T15:57:49Z")

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There were a few fixes added in 5.4 that should make it work now. However, I do recommend the use of the MetaXR plugin for Meta Quest development.

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**Author:** ![Exetos](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Exetos](https://forums.unrealengine.com/u/Exetos)\
**Post date:** [July 8, 2024, 3:33pm UTC](https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208/13 "2024-07-08T15:33:53Z")

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Still broken in 5.4.2

Now it says

Error: CreateFoveationProfile() failed: required extensions not enabled: XR\_FB\_foveation 0

But in the OpenXR setting the box is checked.

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**Author:** ![BingoUE](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BingoUE](https://forums.unrealengine.com/u/BingoUE)\
**Post date:** [October 22, 2024, 6:25am UTC](https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208/14 "2024-10-22T06:25:55Z")

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Tried foveation with UE5.3, just fix the bug in this line:  
[UnrealEngine/Engine/Plugins/Runtime/OpenXR/Source/OpenXRHMD/Private/FBFoveationImageGenerator.cpp at 5.3 · EpicGames/UnrealEngine (github.com)](https://github.com/EpicGames/UnrealEngine/blob/5.3/Engine/Plugins/Runtime/OpenXR/Source/OpenXRHMD/Private/FBFoveationImageGenerator.cpp#L60)  
with the following code:

```auto
if (!bFoveationExtensionSupported || !OpenXRHMD || FoveationImages.IsEmpty())

```

And also, for some devices like “Android\_Adreno7xx”, we need to enable the VRSFormat=3 manually:

```auto
+CVars=r.Vulkan.VRSFormat=3

```

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**Author:** ![jrdn92](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jrdn92](https://forums.unrealengine.com/u/jrdn92)\
**Post date:** [July 3, 2025, 10:31pm UTC](https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208/15 "2025-07-03T22:31:51Z")

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![Casting_Screenshot_1751581788905](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/b/5/cb52d7418993d46296434a752cbdd98807e4d775.jpeg)

I am on 5.5 and running into issues getting Foveated Rendering to work in any capacity on a Meta Quest 3S, utilizing the Meta XR plugin. Enabling it just causes this on the left eye only.

Has anyone figured out a solution to this? The code edit suggested by BingoUE has already been implemented in the 5.5 release.

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**Author:** ![SofthouseRikard](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SofthouseRikard](https://forums.unrealengine.com/u/SofthouseRikard)\
**Post date:** [August 27, 2025, 4:31pm UTC](https://forums.unrealengine.com/t/oculus-quest-2-and-fixed-foveated-rendering-ue5/541208/16 "2025-08-27T16:31:59Z")

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I got the same issue, works on q2 but not on q3.
