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Question by zarzan · Mar 12, 2017 at 05:50 PM · renderingoculuseyes

How would I implement foveated rendering for Oculus in Unity?

I am working on my master thesis. Got an eye-tracker for Oculus and want to implement a rendering system based on the gaze of the user. How can I achieve different renderings for different parts of the HMD's screens?

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Answer by JoeStrout · Sep 28, 2018 at 04:09 PM

Looks like the answer is here: https://developer.oculus.com/documentation/unity/latest/concepts/unity-advanced-go/

In short:

OVRManager.tiledMultiResLevel = OVRManager.TiledMultiResLevel.{Off/LMSLow/LMSMedium/LMSHigh};

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avatar image ciriguaya · Mar 13, 2019 at 02:15 PM 0
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I have used this code once and it was working fine. but then I took it out cause I was not so happy with it. But now that I wanted to try it out once more it does not work at all, which is weird.

Just to make sure it can be placed in any CSharp script that is attached to a game object like this no?

 void Start () {
            OVR$$anonymous$$anager.tiled$$anonymous$$ultiResLevel = OVR$$anonymous$$anager.Tiled$$anonymous$$ultiResLevel.L$$anonymous$$SHigh;
        }
    

Any idea what I can check to make it work again? Things that have changed since I first tried it out is that I added some Post processing and animation with the timeline but nothing more than that.

I'm happy for any advice!!!

thx

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