ViveFoveatedRendering icon indicating copy to clipboard operation
ViveFoveatedRendering copied to clipboard

Doesn't seem to work in Editor

Open XpertVR opened this issue 5 years ago • 5 comments

Hi! I followed your PDF Documentation and have all the system requirements. I am getting a message "ViveFoveatedRendering: Init foveated rendering success." However, there seems to be no changes in rendering.

XpertVR avatar Dec 16 '19 16:12 XpertVR

I dont get any fps improvement either after adding the Vive Foveated rendering script to camera. I have all requisites also. 2070 gpu, 436 nvidia version, DX11 and Unity 2019.2. I use the latest version of this package in unity asset store

dpggit avatar Dec 23 '19 20:12 dpggit

Hi XpertVR, you could try to adjust the shading region and shading rate to check the result.

kyo8568131 avatar Feb 04 '20 07:02 kyo8568131

Hi dpggit, since this plugin is based on VRS which would reduce the loading of pixel shading, you would get some benefit if the performance bottleneck of your application is pixel shading. Otherwise, you might get no benefit or increase some CPU loading to issue the GPU command. So you could profile your application first to check the performance bottleneck.

kyo8568131 avatar Feb 04 '20 07:02 kyo8568131

Hi @kyo8568131! I have the same issue as @dpggit. To make the rendering much havier I added a lot of real-time lights, yet I get no performance boost even when I set the whole screen to 4x4 shading rate (yes, the plugin works, as I can see the lower resolution of shading). I set the rendering path to forward rendering. Any help with that?

Chuudy avatar Jul 01 '21 10:07 Chuudy

Hi @kyo8568131 ! I have the same issue. I can't see any performance boost in fps or gpu rendering time. And I didn't feel the resolution get lower either. Besides, how can I change or remove the color of the three shading region? Can u help me? Have you sovled the problem? @dpggit @Chuudy @XpertVR

cao-zheyu avatar Dec 08 '21 05:12 cao-zheyu