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SiggiG
13 years agoProtege
Deferred rendering and AA in Unity
Hello! Has any of you been using deferred rendering in Unity with the Rift? I'm having troubles getting image-based anti-aliasing to work properly, it looks almost as bad as having no AA at all. E...
Anton
13 years agoHonored Guest
If you want something that will give you a huge image quality in Deferred mode, try applying the camera-motion blur image effect (DX11 reconstruction is the best), and turning the max velocity of it down. Because the oculus headset is _always_ moving ever so slightly, the resultant effect is almost akin to temporal anti-aliasing.
In my tests thus far in our project, it doesn't seem to introduce any problems in terms of motion-sickness, as the effect is still fairly light. Only downside is that its a touch expensive. Considering one is only doing a 1280x800 frame though, not too bad.
In my tests thus far in our project, it doesn't seem to introduce any problems in terms of motion-sickness, as the effect is still fairly light. Only downside is that its a touch expensive. Considering one is only doing a 1280x800 frame though, not too bad.
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