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FFR generally broken on Go?

Schnittbrot
Honored Guest
Hey y'all!
Today I did some testing with FFR on the Go using the 4.22.3 Oculus branch with the 1.39 plugin
Turns out that when using Vulkan, FFR apparently does not work, regardless if I set the FFR enum every frame, at the very beginning using my game instance or in the plugin itself.
When I build the application for arm7 or arm64, ditching Vulkan for ES3.1, FFR is supposedly enabled, but I do not gain any performance nor does the displayed image quality change.

Am I missing something simple, is this simply not supported on the Go at this point or was this adressed already in an updated plugin version?
3D Artist & VR Developer
Portfolio
1 REPLY 1

motorsep
Rising Star
That's right, FFR isn't supported on Go with Vulkan due to hardware limitation (or because Qualcomm won't fix their driver?)