Forum Discussion
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...
burning01
10 years agoExplorer
Has anyone managed to come up with a newer solution for this using the latest oculus build?
Using forward rendering and both unity and oculus manager set to AA x8 then adding a standard FXAA to each eye I get a decent effect.
However forward rendering just really doesn't work well for my game.
Most of the information on this site or on the net that I could find is old.
I have an SMAA script for unity that is supposed to work with deferred but I keep getting a black screen when adding to the cameras, I know this stuff has been spoken about in various places but I haven't seen any up to date information it.
So does anyone have a decent up to date solution for using deferred rendering, Anti-aliasing and the Oculus?
it can obviously be done as seen here http://blogs.unity3d.com/2015/02/16/pollen-vr-developing-high-end-visuals-with-unity-5/
Using forward rendering and both unity and oculus manager set to AA x8 then adding a standard FXAA to each eye I get a decent effect.
However forward rendering just really doesn't work well for my game.
Most of the information on this site or on the net that I could find is old.
I have an SMAA script for unity that is supposed to work with deferred but I keep getting a black screen when adding to the cameras, I know this stuff has been spoken about in various places but I haven't seen any up to date information it.
So does anyone have a decent up to date solution for using deferred rendering, Anti-aliasing and the Oculus?
it can obviously be done as seen here http://blogs.unity3d.com/2015/02/16/pollen-vr-developing-high-end-visuals-with-unity-5/
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