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Under Consideration for 6000.6.X
Votes
9
Found in
6000.0.54f1
6000.3.11f1
6000.4.0b11
6000.5.0a8
6000.6.0a1
Issue ID
UUM-111783
Regression
No
[DX12][XR] Foveated rendering does not work if Shadows and Post Processing are enabled on DX12
Steps to reproduce:
1. Open the attached user's project "URPBugReporting.zip"
2. Connect Quest 2/3/3S and enable Meta Link
3. Make sure Shadows and Post Processing are enabled under the Camera
4. Enter Play Mode
5. Press "Space" on the keyboard and observe the corners not getting pixelated (Foveation not applied)
6. Turn off shadows and Post Processing under the Camera
7. Repeat step 5
Expected Results: Foveation works no matter if Shadows and Post processing are enabled
Actual Results: Foveated rendering does not work if Shadows and Post Processing are enabled on DX12
Reproducible with: 6000.0.54f1
Could not test with 6000.1.12f1, 6000.2.0b10, 6000.3.0a2 due to Foveation level not changing when performing the steps
Could not test 2021.3.52f1 and 2022.3.62f1 due OpenXR Package not containing an option for Foveated Rendering
Reproducible with these devices:
VLNQA00644 - Oculus Quest 3S (Quest 3S), CPU: Google Tensor G2, GPU: Adreno 740, OS: 14
VLNQA00609 - Oculus Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno 740, OS: 12
VLNQA00417 - Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, OS: 10
Environment tested: Windows 11 24H2
Notes:
-Issue also reproduces when trying to use Variable Rate Shading
-Issue is only reproducible with D3D12
-D3D12 constantly spams this log in the console "Use of GfxDeviceD3D12::DispatchComputeProgram is forbidden during a render pass!"
-Issue only reproduces with OpenXR Plugin
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PierreN_
Feb 07, 2026 19:17
Hi, please correct me if I’m wrong, but for PCVR(OpenXR), foveated rendering is only compatible with DX12 and URP.
Does setting this issue to “Won’t Fix” mean that there is currently no way to use any form of foveated or fixed foveated rendering in Unity? And that there are no plans to address it in the short term?
Is there any kind of workaround available? Does Unity plan to fix this anytime soon?
Thank you.