Hey everyone, I've spent the last few hours trying to solve this but I'm not sure anything can be done about it. Using latest unity and oculus integration package. I'm using a 96x96 pixel wall texture on cubes to create an old grid based dungeon crawler. The texture is crisp but there are constant flickering jaggies between the pixels. I've tried a million things, most texture settings, putting the texture over more quads, AA 4x, 8x, etc. and it only works if I set the filter mode to bilinear. Unfortunately, this blurs the texture. I'm pretty new to 3d so I could be easily missing something. Anyone have experience with this?
This is a bit old but could be a useful starting point, from John Carmack (Oculus CTO). I can't post links presently but search Google for "the formula for avoiding aliasing carmack".