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Fixed Foveated Rendering working on one Quest, but not the other?

DaVad3rInHale
Explorer
I'm using Unity to build games for the Quest. I've been using FFR for the longest time on the single Quest device I was developing for. I've just received and set up a new Quest device, but FFR isn't working on this one. I've already checked, and they have all the same system, software, and versions.

Are there different models of the Quest, based on timing of purchase, that do or don't support FFR?

This is making me crazy.

Thanks, Alex
2 REPLIES 2

DaVad3rInHale
Explorer
It seems that my old one (FFR working) is 128 GB, while the new one is 64 GB (not working). Why would this matter and why is this not advertised up front, or explained on the FFR documentation page, if this is the case?

DaVad3rInHale
Explorer
I think my biggest issue is, when you call OVRManager.fixedFoveatedRenderingSupported
it says 'True' on both devices. So, although it's supported, it doesn't actually render it?
I'm very confused