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Jagged moving edges

RumbleKai
Honored Guest

Hi I'm currently developing my first VR game! I am having issues that only happen on the quest build (playing the APK from the headset).

Up close the detail is pretty good. But anything more than 5 or 6 feet away looks very bad. It reminds me of looking down a long road on a hot day and everything becomes wavy and distorted. 

The edge's are jagged and it looks like the edges are dancing / flickering. Mainly when standing still just looking at them. 

 

Oddly enough I noticed last night if I open up the oculus menu to quit the game all of that stops. And the scene itself is not stopped. I know this because I have a few city guards on a spline path and they are still walking while the menu is open. 

I have searched many forums and watched many videos. I'm unable to find any settings that fix this problem. 

I've downloaded many template projects off the git hub and patreaon and built them with no difference. Is there anyone who can give me some insight?

 

I'm not stubborn lol. I'm willing to throw out everything I have learned and test from the ground up. I just want to understand what the problem is so I can make a great looking game. Please help me I would really appreciate it 🙏

2 REPLIES 2

Very hard to tell without screenshots but my guess is that you may be having a problem with Geometric Aliasing "Lots of polygons means lots of edges, and with few pixels to render them in, this results in more aliasing" As you get closer, the display panels have more pixels to render the object, but when in the distance if there's a lot of detail, you're likely to get aliasing. See: https://developer.arm.com/documentation/102073/0100/Aliasing

The answer's not necessarily to use MSAA, although you should have that enabled to at least x2, if not x4 if your frame budget allows. You could also consider LODs or even billboards, which lower the complexity of your geometry when further away. You'll additionally benefit from few verts and you could also reduce the material complexity for an additional performance gain. Using LODs or imposters to reduce aliasing isn't often talked about but is well worth considering.

Thank you for taking the time to respond to me I really appreciate it. The arm developer website you provided looks to have a lot of information on the subject I'm struggling with. Alot of the information on the website is covers stuff I've not seen before. 

I will do some homework and experiment with my project. If I'm still struggling after a day or two I will reach back out here and provide screenshots and the settings I've tried and am currently using!

 

Either way I will come back to post my findings to help developers in the future. Again I can't thank you enough for the feedback!