I tried to implement foveated rendering on Quest using
XR_FB_foveation extension (+configuration +update swapchain). I setup swapchain to use foveated rendering, create swapchain, create foveation profile, update swapchain (optionally destroy foveation profile) and… It fails successfully There are no error messages, no debug messages but it doesn’t work. The device learns that it should work with foveated rendering as the overlay tool shows a proper value of FOV but there are no visible artefacts, no performance gain.
I checked my code against a sample from Oculus (as I learned that on Quest you have to create action space for hands in particular order to make it work, otherwise it’s again: no errors, no debug messages, doesn’t work). But… It actually doesn’t work in the sample as well.
Has someone successfully implemented foveated rendering with OpenXR+OpenGL (and C++)?