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Under Consideration for 6000.0.X
Votes
0
Found in
6000.0.54f1
Issue ID
UUM-111783
Regression
No
[DX12][XR] Foveated rendering does not work if Shadows and Post Processing are enabled on DX12
Steps to reproduce:
1. Open the attached user's project "URPBugReporting.zip"
2. Connect Quest 2/3/3S and enable Meta Link
3. Make sure Shadows and Post Processing are enabled under the Camera
4. Enter Play Mode
5. Press "Space" on the keyboard and observe the corners not getting pixelated (Foveation not applied)
6. Turn off shadows and Post Processing under the Camera
7. Repeat step 5
Expected Results: Foveation works no matter if Shadows and Post processing are enabled
Actual Results: Foveated rendering does not work if Shadows and Post Processing are enabled on DX12
Reproducible with: 6000.0.54f1
Could not test with 6000.1.12f1, 6000.2.0b10, 6000.3.0a2 due to Foveation level not changing when performing the steps
Could not test 2021.3.52f1 and 2022.3.62f1 due OpenXR Package not containing an option for Foveated Rendering
Not reproducible with these devices:
VLNQA00644 - Oculus Quest 3S (Quest 3S), CPU: Google Tensor G2, GPU: Adreno 740, OS: 14
VLNQA00609 - Oculus Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno 740, OS: 12
Environment tested: Windows 11 24H2
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!"
-Issue only reproduces with OpenXR Plugin
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