What's the best way to achieve antialiasing in VR (Oculus Rift S and Quest)
Hi All,
I'm currently building a VR application for the Quest and Rift S in Unity V. 2018.3.6f1 and Oculus Integration version 1.39.
However, I am having a hard time getting rid of jagged edges in my scene, especially with UI elements.
I have already tried:
1. Increasing the antialiasing settings in Project Settings / Quality / Rendering / Antialiasing. Antialiasing is currently set to 8X multi-sampling.
2. Adding an antialiasing effect via Unity's postprocessing stack.
3. In the UI's canvas scaler, setting the Dynamic Pixels Per Unit to a high number.
Do you have any other advice for achieving antialiasing in VR?
My understanding is that the Unity Light Weight Render Pipeline can be good for rendering mobile VR games, such as for the Quest. Would switching to the LWRP at this point help solve this antialiasing issue? (I don't think they are connected but I figure it is worth asking.)
I'm currently building a VR application for the Quest and Rift S in Unity V. 2018.3.6f1 and Oculus Integration version 1.39.
However, I am having a hard time getting rid of jagged edges in my scene, especially with UI elements.
I have already tried:
1. Increasing the antialiasing settings in Project Settings / Quality / Rendering / Antialiasing. Antialiasing is currently set to 8X multi-sampling.
2. Adding an antialiasing effect via Unity's postprocessing stack.
3. In the UI's canvas scaler, setting the Dynamic Pixels Per Unit to a high number.
Do you have any other advice for achieving antialiasing in VR?
My understanding is that the Unity Light Weight Render Pipeline can be good for rendering mobile VR games, such as for the Quest. Would switching to the LWRP at this point help solve this antialiasing issue? (I don't think they are connected but I figure it is worth asking.)
