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Won't Fix

Won't Fix in 6000.0.X

Votes

8

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

Graphics XR

-

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 also reproduces when trying to use Variable Rate Shading
-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

  1. Resolution Note:

    Thank you for reporting a bug to Unity.

    We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.

    Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.

  2. Resolution Note (6000.0.X):

    Thank you for reporting a bug to Unity.

    We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.

    Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.

Comments (1)

  1. PierreN_

    Feb 07, 2026 19:17

    Hi, please correct me if I’m wrong, but for PCVR(OpenXR), foveated rendering is only compatible with DX12 and URP.

    Does setting this issue to “Won’t Fix” mean that there is currently no way to use any form of foveated or fixed foveated rendering in Unity? And that there are no plans to address it in the short term?

    Is there any kind of workaround available? Does Unity plan to fix this anytime soon?

    Thank you.

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