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sinoth
7 years agoExplorer
Is MSAA working for the Go in 4.21?
I'm having a hard time troubleshooting a MSAA issue. Basically I want to toggle MSAA on and off to observe the visual impact. I'm not even sure at this point whether MSAA is active on my project.
Using the Oculus branch of 4.21 and deploying to an Oculus Go with ES2 and forward rendering. I've tried the following sets of variables in the Android_Adreno5xx profile:
r.MobileContentScaleFactor 0
r.DefaultFeature.AntiAliasing 3
r.MSAACount 4
r.MSAA.CompositingSampleCount 4
r.MSAACount 4This is my profile for MSAA on, and I changed "r.DefaultFeature.AntiAliasing" to 0 to disable it. Nothing seemed to change in my visual output.
This is showing up in the logcat:
LogRHI: Support for 4x MSAA detectedHere are some scalability settings the device reports while running:
sg.AntiAliasingQuality = "3" LastSetBy: Scalability
sg.AntiAliasingQuality.NumLevels = "5" LastSetBy: Constructor
r.PostProcessAAQuality = "4" LastSetBy: Scalability
r.MobileContentScaleFactor = "0" LastSetBy: DeviceProfile
sg.ResolutionQuality = "100" LastSetBy: ScalabilityI'm about at wits end tinkering with anti-aliasing. Can anyone confirm MSAA works at all for 4.21.0 on Android devices, possibly specifically for the Go?
I've got a screenshot of the heavily aliased areas I want to debug but it's so jpeg compressed it is hard to see:
I've got a screenshot of the heavily aliased areas I want to debug but it's so jpeg compressed it is hard to see:
3 Replies
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- AnonymousMSAA was always hardcoded to x2 for Oculusmobile exports no matter what you set in your project settings in earlier engine versions and I don't think that has been changed
- sinothExplorer
aussieburgerVR said:
MSAA was always hardcoded to x2 for Oculusmobile exports no matter what you set in your project settings in earlier engine versions and I don't think that has been changed
I poked around in OpenGLRenderTarget.cpp and I don't see anything hard coding of samples. This may not be true now, though I'd love to hear confirmation on this.
I actually think the truth could be that 4x MSAA is on but it doesn't look so hot due to my PixelDensity being at 1.0. Hard to say. The real problem is I can't figure out a way to turn off MSAA... again, the main reason I want to do that is to confirm it is working in the first place. - Geo_BHonored GuestI had the same problem. I wanted to manually control the MSAA and the render scale. I traced the effect of both cVars: r.MobileMSAA
r.MobileContentScaleFactor
The MSAA var gets overridden by the OculusHMDLayers code. On Go, it is always 4x MSAA (in Unreal. Unity lets you pick).
The ContentScale var gets overridden by a specific check for GearVR which also returns true for Go. This check sets ContentScale to 0, which is native res.
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