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francis_lavergn's avatar
francis_lavergn
Honored Guest
6 years ago

MSAA Anti-Aliasing Quality in Oculus Quest with Unreal Engine

I'm developing an application for Oculus Quest using Unreal Engine 4.22, everything is fine except the Anti-Aliasing which looks bad. Edges in high contrast keeps flickering and it's very distracting to the eyes. 

Using the default VR template for testing, I tried turning MSAA ON (2x, 4x, and 8x) and OFF, and there's never any differences. I also tried a few console commands (in config files and device profil) like r.MobileContentScaleFactor, vr.PixelDensity, r.MobileMSAA, r.MobileOnChipMSAA, r.PostProcessAAQuality, and still nothing... Also, when I turn Mobile HDR on, the app just don't open inside Oculus Quest. I know there's a few posts on this online already, but I could not find any solution, except using Unity instead. 

This documentation seem to imply that MSAA is configurable:
https://developer.oculus.com/documentation/quest/latest/concepts/quest-msaa/

The guy here also says that it's possible:
https://www.youtube.com/watch?v=hEtu-ciPc7g


Is there anyone who succeeded to change the Anti-Aliasing quality with Oculus Quest or Go in Unreal Engine 4.22? If yes, how exactly?
Is Mobile HDR supposed to work with Oculus Quest? If so, I would be interested in knowing how to make it work as well.
Is it possible to render at a higher resolution?

Thank you!

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