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Set Foveated Rendering Level

Updated: Apr 15, 2026
Sets the requested foveated rendering level for the next frame and specifies whether the level adjusts dynamically. Changes to foveated rendering persist across map changes.

Overview

Fixed Foveated Rendering (FFR) renders at full pixel density in the center of the screen (the foveal region) and at reduced pixel density around the edges. Dynamic eye-tracked foveated rendering moves the foveal region to match where the user is looking, using eye tracking.

Blueprint

Set Foveated Rendering Level blueprint

Arguments

  • Level: The foveated rendering level to apply, specified as an EOculusXRFoveatedRenderingLevel enum value.
    • Off (0): No reduction of resolution. (Default)
    • Low (1): The lowest level of resolution reduction.
    • Medium (2): A medium level of resolution reduction.
    • High (3): A high level of resolution reduction.
    • HighTop (4): High foveation with more detail toward the bottom of the view and more foveation near the top.
  • Is Dynamic: When enabled, the selected level becomes the maximum and the system can adjust the foveation level based on GPU headroom.

Output

None.