Search Issue Tracker
Active
Votes
2
Found in
6000.0.37f1
6000.1.0b5
6000.2.0a2
Issue ID
UUM-96799
Regression
No
[D3D12][XR] SRP Foveation foveated rendering on Windows platform not working when Graphics API is set to D3D12
Steps to reproduce:
1. Open the attached user's project "Unity61Bety_ETFR.zip"
2. Connect Quest 2/3 to Meta Link and enable SteamVR
3. Open OpenXR plugin settings and confirm Foveated Rendering is enabled
4. Select SteamVR as OpenXR Runtime
5. Enter Play Mode
Expected Result: Foveated Rendering works and edges are blurred
Actual Result: Foveated Rendering does not work and edges are not blurred
Reproducible with: 6000.0.37f1, 6000.1.0b5, 6000.2.0a2
Could not test 2021.3.48f1 and 2022.3.57f1 due OpenXR Package not containing options for Foveated Rendering
Could not test on 6000.0.26f1 and below due to the Editor crashing upon entering Play Mode (Fixed in 6000.0.27f1 - UUM-85208)
Testing Environment: Windows 11
Not reproducible on: No other environment tested
Notes:
-Issue is only reproducible with D3D12
-D3D12 constantly spams this log in the console "Use of GfxDeviceD3D12::DispatchComputeProgram is forbidden during a render pass!"
-With Vulkan, the Foveated rendering is inverted, meaning middle of the screen is pixelated and edges are not
-Issue only reproduces with OpenXR Plugin
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Build fails with compiler errors when switching scripts GUIDs
- Many references for Animator elements redirect to missing pages
- User gets "EndLayoutGroup: BeginLayoutGroup must be called first." error during Xcode selection canceling
- "Unable to use a named GUIStyle without a current skin" error appears in the Console when entering the Play Mode in a project with specific layout
- [D3D12][XR] SRP Foveation foveated rendering on Windows platform not working when Graphics API is set to D3D12
Add comment