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(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).
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?
The text was updated successfully, but these errors were encountered:
(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
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?
The text was updated successfully, but these errors were encountered: