NeoSpark314/godot_oculus_quest_toolkit

"set_foveation_level" function doesn't seem to work

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Wasn't able to get it to work, no matter if ran before or after initialize in my root node script. The FFR won't change.
(i'm using GLES3 if that matters)

false alert, it works. i just didn't set it to a high-enough level to be noticable (which is kind of a good thing)

Good to hear that it works :-); During development it is also a good idea to use the OVR metrics tool from oculus; It will show not only performance but also what foveation level is set:
https://developer.oculus.com/blog/ovr-metrics-tool-vrapi-what-do-these-metrics-mean/
https://developer.oculus.com/documentation/tools/tools-ovrmetricstool/
For monitoring rendering performance and impact of changes this is a very valuable tool.

Ah; and in general using GLES3 is not reccomended as there are several problems with performance in the GLES3 pipeline; if possible you should switch to GLES2 to get the best performance.

Thank you for your advice! I'll check out the OVR Metrics tool when I can.

Also, I was using GLES3 because shaders worked better with it (i had intense visual artifacts in the Quest with GLES2) but in retrospect I might want to cut back on that