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NirmlRj
9 years agoExplorer
Why does my gameObject's mesh edges were flickering in Oculus?
Hello Guys, I am making a quite big world for my game in Unity for Oculus Rift. Initially when I tried my game with default settings it looked somewhat blurry and mesh edges were flickering like a hell (especially trees). So I changed RenderScale value to 2 from 1. It made huge difference in my game quality but FPS went below 60 and then I adjusted RenderScale value to 1.2 so now my game quality is okay and FPS is also okay. But the problem I'm facing now is the flickering in mesh edges. I even tried with 8x MSAA but still flickering exists. Does anyone know how to solve this. FYI : THOSE FLICKERING PROBLEM IS ONLY IN OCULUS SCREEN, PC MONITOR DOES NOT SHOW THAT MUCH FLICKERING
Oculus Version : Oculus Rift CV1
Current Settings : Rendering Path -> Forward, AA -> 8x MSAA, VSync -> Disabled, Color Space -> Gamma, Stereo Rendering Method -> Single Pass.
PC Specs : RAM -> 32GB, Processor -> Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz 4.00 GHz, Gfx -> NVIDIA GeForce GTX 1070
If you guys need additional Info, I will provide :smile:
Oculus Version : Oculus Rift CV1
Current Settings : Rendering Path -> Forward, AA -> 8x MSAA, VSync -> Disabled, Color Space -> Gamma, Stereo Rendering Method -> Single Pass.
PC Specs : RAM -> 32GB, Processor -> Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz 4.00 GHz, Gfx -> NVIDIA GeForce GTX 1070
If you guys need additional Info, I will provide :smile:
9 Replies
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- moonbearExplorerDoes your camera also have "Forward" as the rendering path? Sometimes it might override "Player Settings".
- MohamedElmazenProtegeif you still have this flickering
Add this script to any Game Objectpublic class SetAntiAliasing : MonoBehaviour{public int antiAliasing = 2;// Use this for initializationvoid Start (){QualitySettings.antiAliasing = antiAliasing;}}
Anti-aliasing from the script will override the quality settings in gameplay.
hope it help. - NirmlRjExplorer
MohamedElmazen said:
if you still have this flickering
Add this script to any Game Objectpublic class SetAntiAliasing : MonoBehaviour{public int antiAliasing = 2;// Use this for initializationvoid Start (){QualitySettings.antiAliasing = antiAliasing;}}
Anti-aliasing from the script will override the quality settings in gameplay.
hope it help.
MSAA is already enabled in Quality Settings(8X MSAA). Does it really make difference to add it through script? Just asking. - MohamedElmazenProtegeyes you have to override it especially for VR development.
- MohamedElmazenProtegeI think its not bug , its an performance optimization from unity side.
From Unity DocumentationsAnti-aliasing value indicates the number of samples per pixel. If unsupported by the hardware or rendering API, the greatest supported number of samples less than the indicated number is used. - A1_MandeepHonored Guest@"carsten.knoblich"
Were you able to solve your problem. If yes, then kindly tell me the solution as I am having the same issue. - NirmlRjExplorer@A1_Mandeep
Enabling anti aliasing in runtime had almost no effect in 5.4.0. But when I switched to 2017.2.0 unity version I was no longer needed to enable it in runtime. Even @imperativity
told me to try 5.6.0 or above versions. Try new version. - AhmadmohammadiHonored Guest
I am probably so late to the party, but, I also faced similar issues, so I made the video, hope it helps
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