Forums - Foveated Rendering + MSAA on Oculus Quest 2

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Foveated Rendering + MSAA on Oculus Quest 2
kotowate
Join Date: 8 May 22
Posts: 2
Posted: Sun, 2022-05-08 07:52

When I setup foveated rendering with non-MSAA texture, it works all fine. I am able to set focal points, in the far enough tiles pixel density going down is noticable.

The problem arises when I try to use MSAA. There are no visible or performance effects of using foveated rendering. The setup process of foveated rendering is the same in both cases.

I use separate frame buffers = texture + render buffer (depth+stencil) for each eye. As GLES implicitly resolves multisample textures, there are no additional textures for multisampling. The only difference is that for MSAA I use render buffer for depth+stencil, while for non-MSAA it is a texture.

Foveated rendering is handled via QCOM_texture_foveated extension.

There is no glFlush that could disable foveated rendering but maybe there's something else I should be aware of?

Or maybe there's an extra step that has to be taken to make foveated rendering work with multisampling?

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kotowate
Join Date: 8 May 22
Posts: 2
Posted: Tue, 2022-05-10 08:42

Stupid me. I used depth type that worked but was not compatible with MSAA + foveated rendering.

When initial implementation of foveated rendering didn't work, I must have tried changing various settings. Went through the code again and caught this one. Foveated rendering + MSAA works now but only if I use QCOM extension. Acceptable enough.

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DuBo
Join Date: 9 Dec 13
Posts: 41
Posted: Fri, 2022-05-13 01:22

It is good to hear issue is solved now.

thanks
Bob Du

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