Can you also give instructions on how to enable dynamic foveated rendering or Fixed Foveated Rendering. The performance was not good in the demo and I was unable to understand why, but then realized that DFR or FR might not be on.
Edit: Found docs for this https://developer.oculus.com/documentation/unity/unity-fixed-foveated-rendering/
But don't know where to put the variables
OVRManager.fixedFoveatedRenderingLevel = FixedFoveatedRenderingLevel.High; // it's the maximum foveation level OVRManager.useDynamicFixedFoveatedRendering = true;