Oculus Quest Now Has Dynamic Fixed Foveated Rendering Feature
The Oculus Quest headset now features the Dynamic Fixed Foveated Rendering (FFR) which can be used by developers in place of the manual setting of the FFR level.
Fixed Foveated Rendering refers to a rendering feature which can be used by developers on Oculus Quest. This feature renders the peripheral of the lenses at a resolution that is lower than that of the center and it makes it easier for the software to maintain a comfortable and consistent frame rate by stripping down the less noticeable details. Developers can choose from four FFR levels: Low, Medium, High and High Top.
Developers can easily port PC VR games to Oculus Quest with FFR. The High and High Top FFR levels are still quite noticeable for the user.
With Dynamic FFR, developers can let the Oculus system to dynamically adapt the foveation level according to the GPU utilization. As a result, users will not see the pixelation and blur that is common in the current Quest titles unless it will be required at that particular time for performance reasons.
The Dynamic FFR feature will be off by default and as a result, developers will need to add the feature to their games through a software update in order to derive the benefits.
At the moment, this feature doesn’t appear to be available for the main game engines that are used by developers: Unreal Engine or Unity. However, like most native software development kit (SDK) features, it will most likely be available in the next update.