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Speaking with an Oculus Engineer, one of the biggest ways we can get an improvement out of our rendering pipeline is to use Fixed-Foveated rendering.
Facebook has an OpenXR extension that should make this very easy to implement.
The text was updated successfully, but these errors were encountered:
Implementing FFR seems to need a couple of dependent extensions in OpenXR
XR_FB_swapchain_update_state
XR_FB_foveation
XR_FB_foveation_configuration
XR_FB_foveation_vulkan
The setup seems to look something like this:
xrCreateSwapchain
XrSwapchainCreateInfoFoveationFB
xrFoveationProfileFB
xrCreateFoveationProfileFB
next
XrFoveationLevelProfileCreateInfoFB
xrUpdateSwapchainFB
XrSwapchainStateFoveationFB
XrFoveationProfileFB
xrEnumerateSwapchainImages
XrSwapchainImageFoveationVulkanFB
VkImage
And then on the Vulkan side:
VK_EXT_fragment_density_map2
updateSwapchainFB
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This was closed in #415
kanerogers
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Background
Speaking with an Oculus Engineer, one of the biggest ways we can get an improvement out of our rendering pipeline is to use Fixed-Foveated rendering.
Facebook has an OpenXR extension that should make this very easy to implement.
The text was updated successfully, but these errors were encountered: