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Fixed
Votes
2
Found in
6000.0.37f1
6000.1.0b5
6000.2.0a2
Issue ID
UUM-96799
Regression
No
[D3D12][XR] SRP Foveation foveated rendering on Windows platform not working when Graphics API is set to D3D12
Steps to reproduce:
1. Open the attached user's project "Unity61Bety_ETFR.zip"
2. Connect Quest 2/3 to Meta Link and enable SteamVR
3. Open OpenXR plugin settings and confirm Foveated Rendering is enabled
4. Select SteamVR as OpenXR Runtime
5. Enter Play Mode
Expected Result: Foveated Rendering works and edges are blurred
Actual Result: Foveated Rendering does not work and edges are not blurred
Reproducible with: 6000.0.37f1, 6000.1.0b5, 6000.2.0a2
Could not test 2021.3.48f1 and 2022.3.57f1 due OpenXR Package not containing options for Foveated Rendering
Could not test on 6000.0.26f1 and below due to the Editor crashing upon entering Play Mode (Fixed in 6000.0.27f1 - UUM-85208)
Testing Environment: Windows 11
Not reproducible on: No other environment tested
Notes:
-Issue is only reproducible with D3D12
-D3D12 constantly spams this log in the console "Use of GfxDeviceD3D12::DispatchComputeProgram is forbidden during a render pass!"
-With Vulkan, the Foveated rendering is inverted, meaning middle of the screen is pixelated and edges are not
-Issue only reproduces with OpenXR Plugin
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Resolution Note:
Fixed by another internal issue: UUM-85398: Foveated Rendering and D3D12 render passes not working