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).