Are FFR (Fixed Foveation Rendering) and MultView extensions incompatible?
emadurandal opened this issue · 1 comments
(I am not sure if this is the right place to ask this question, but if you know of a better place, please let me know.)
I am working on improving the performance of WebXR in my Web3D library and have recently added support for the MultiView extension (oculus_multiview/OVR_multiview2).
To further improve it, I am also planning to use FFR (Fixed Foveation Rendering), but I found a curious description on the following oculus developer website: https://developer.oculus.com/documentation/web/webxr-ffr/#why-it-might-not-be-working
Rendering the scene to an intermediate buffer and then post-processing that into the final frame. FFR only applies when rendering to the final frame buffer, so if you’re rendering to an intermediate buffer, you won’t see a meaningful performance improvement.
The MultiView extension requires the scene to be drawn to a texture array rather than to the HMD's framebuffer. Would this conflict with this constraint?
Are FFR and MultiView incompatible?
No, when you use multiview, you should use webxr layers because it allows you to render directly to a texture array (which is required for multiview).
See https://immersive-web.github.io/webxr-samples/layers-samples/proj-multiview.html for an example