[PICO][XR]VK_QCOM_multiview_per_view_viewports and VK_QCOM_multiview_per_view_render_areas

https://github.com/PICO-XR/UnrealEngine/commits/PICO-5.5-RenderArea/

https://github.com/PICO-XR/UnrealEngine/commit/3baa06ba2f3fddef0ac3ec286bf5cccd655dd5ca

Do you have plan to support Multi-View Per View Viewports / Render Areas feature?Above is porting from meta-fork, using VK_QCOM_multiview_per_view_viewports and VK_QCOM_multiview_per_view_render_areas vulkan extensions.

This feature is very important for VR devices with physically asymmetric FOV. One of the core optimizations for stereoscopic rendering is Multiview. Since there are a large number of overlapping regions in binocular rendering, when rendering each bin, rendering data can be greatly reused, reducing cache misses. However, due to binocular asymmetry at the physical level, the overlapping regions decrease during stereoscopic rendering, and in extreme cases, it is equivalent to losing the optimization of Multiview. Through this feature, the rendering pipeline can be forced to render with a symmetric field of view (FOV) and Crop part of the rendering area

PICO also needs this feature IF we launch an asymmetric FOV device.

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We have discussed this in the past and would like to support the extensions. However, we’re planning an MMV refactor and would like to wait until we’re done with it. I will leave this ticket open as a reminder to get back to you until we’re done with that, at which point we’d like to collaborate on this PR.

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