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Norman3D
8 years agoExpert Protege
Anisotropic filtering with Unreal on GearVR? How?
On this page it says regarding texture filtering:
My question is, how do I make sure that the game uses anisotropic filtering and how can I pick which textures use bilineal, which ones use trilinear and which ones use anisotropic (on compatible devices)?
Thanks!
- Texture Filtering: Trilinear filtering is often a good idea for VR. It does have a performance cost, but it is worth it. Anisotropic filtering may be used as well, but keep it to a single anisotropic texture lookup per fragment.
My question is, how do I make sure that the game uses anisotropic filtering and how can I pick which textures use bilineal, which ones use trilinear and which ones use anisotropic (on compatible devices)?
Thanks!
3 Replies
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- Norman3DExpert Protege
imperativity said:
Hi,
See
https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/Properties/index.html
and https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/SupportAndSettings
Let me know if you need any further assistance.
Hi imperativity,
didn't really have time to check this until now. As far as I understand it, anisotropic filtering is a scalability setting. The filtering type is specified in the texture group settings. However, anisotropic filtering is already set as a default. What puzzles me is that I still see bilinear filtering when playing on GearVR.
Any idea how to force the Anisotropic x2 on mobile? - firagabirdAdventurer@Norman3D
Not directly related to your query, but let me know how your use of anisotropic filtering affects the image quality & performance of your project. I've been refreshing myself on the topic, and it seems like AF is a must-have for any large, open environments with long, relatively flat surfaces (floors & walls). - Norman3DExpert Protege
firagabird said:
@Norman3D
Not directly related to your query, but let me know how your use of anisotropic filtering affects the image quality & performance of your project. I've been refreshing myself on the topic, and it seems like AF is a must-have for any large, open environments with long, relatively flat surfaces (floors & walls).
Will do! So far I’ve not been able to find anyone who has even tried to use it with Unreal and I can’t seem to get it to work for the life of me!
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