Tip: Use Foward lighting instead of Deffered for Unity 3D
Hi I just wanted to say i discovered that it looks like at least for now the best option for Oculus Rift spacific demos is foward lighting instead of deferred, i notice when using deffered the overall image quality is worse while viewed on the rift lots of jaggies even on the highest render settings...which i find odd maybe its an issue of how the light is rendered or whatever but i have noticed that some Oculus demos have looked worse then others and i think that may be one of the main reasons (this really should be stocked) you lose the real time shadow effects but i think overall you get a much better image quality just a good suggestion! I emailed support to see if theyre was any fix for that but perhaps its a limiation with the Rift itself? i dunno either way just though id share that. Thanks!
