Forum Discussion
saldavonschwart
9 years agoExplorer
Is there a way to turn on anti aliasing MSAA for GearVR in Unreal Engine 4.14?
I'm working with Unreal 4.14 which supposedly even has a new forward rendering path for VR, though not sure if it is meant just for desktop vr or for mobile too. I'm attempting to get antialiasing ...
- 9 years agoHello!
The forward rendering path for VR is really for PC only, the mobile side has always been forward only.
By default, MSAA should be on when you start GearVR, but issues in the config files might have messed that up. How it works is, if gearvr.EnableMSAA is 1 when the plugin starts, then whatever the value of r.MobileOnChipMSAA is, it will be set as 1 (activated). r.MobileOnChipMSAA is the CVar that actually controls the rendertarget being set as an MSAA rendertarget, which activates the feature.
How we can debug this:
when gearvr.EnableMSAA is set, it will log :UE_LOG(LogHMD, Log, TEXT("Enabling r.MobileOnChipMSAA, previous value %d"), CVarMobileOnChipMSAA->GetInt());Can you see this "Enabling r.MobileOnChipMSAA, previous value..." log in your run?
If yes, and you still don't see MSAA, where the magic really happens is in OpenGLRenderTarget.cpp, line 201, where this is called:
glFramebufferTexture2DMultisampleEXT
instead of this
FOpenGL::FramebufferTexture2D.
Could you verify in which path your renderer goes?
Thanks a lot
saldavonschwart
9 years agoExplorer
@rpalandri
I'll try to get you a screenshot soon.
And yeah, honestly it might just be on. The reason why I think it might not is cause in Unity, a similar scene with MSAA at 4 or 8 definitely makes a difference. My scene is actually made up so far exclusively of an UMG widget. A sort of flat 'card' with some text and an image.
. I see a lot of shimmering in the image, which as you say, would be related to texture filtering and mipmaps.
. I also see the text shimmering, this I'm not sure how it could be addressed; not sure about Unreal settings related to text since I am new to it. The only thing I've seen so far is the UMG DPI setting but I'm not sure if it is just for metrics when designing the widget or if it has an effect on rendering.
. Finally, the widget's (a square) borders are very jagged. This is what made me think MSAA might be off. I assume the widget is rendered over a quad. If so, the quad is geometry and I would expect MSAA to affect its edges.
Makes sense?
I'll try to get you a screenshot soon.
And yeah, honestly it might just be on. The reason why I think it might not is cause in Unity, a similar scene with MSAA at 4 or 8 definitely makes a difference. My scene is actually made up so far exclusively of an UMG widget. A sort of flat 'card' with some text and an image.
. I see a lot of shimmering in the image, which as you say, would be related to texture filtering and mipmaps.
. I also see the text shimmering, this I'm not sure how it could be addressed; not sure about Unreal settings related to text since I am new to it. The only thing I've seen so far is the UMG DPI setting but I'm not sure if it is just for metrics when designing the widget or if it has an effect on rendering.
. Finally, the widget's (a square) borders are very jagged. This is what made me think MSAA might be off. I assume the widget is rendered over a quad. If so, the quad is geometry and I would expect MSAA to affect its edges.
Makes sense?
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 4 years ago