We are currently working on a title for Quest and we seemingly cannot
have Fixed Foveated Rendering and any post processing in our game. The
summary of our issue is that we would like the option of applying
dynamic bloom within the game on platforms ...
We are beginning production on a commercial title for the Quest and I am
looking for the general consensus on what other developers think is the
best setup to go for. Our current options seem to be - - A 2019 LTS
Unity using Oculus Integration packag...