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Does FFR (Fixed Foveated Rendering) supported by Oculus Questuse qualcomm GL extensions?

shanks_xu
Level 2
Oculus SDK 1.37 FFR feature:
	/// <summary>
/// Gets if tiled-based multi-resolution technique is supported
/// This feature is only supported on QCOMM-based Android devices
/// </summary>
public static bool tiledMultiResSupported
{
get
{
return OVRPlugin.tiledMultiResSupported;
}
}
https://www.khronos.org/registry/OpenGL/extensions/QCOM/QCOM_texture_foveated.txt
https://www.khronos.org/registry/OpenGL/extensions/QCOM/QCOM_framebuffer_foveated.txt

Hi, all
Can someone tell me if Oculus' FFR feature is use an extension of qualcomm GL?
Thanks.

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