12-07-2016 07:51 PM
Solved! Go to Solution.
12-07-2016 08:12 PM
12-07-2016 07:59 PM
12-07-2016 08:12 PM
12-08-2016 08:08 AM
12-09-2016 01:50 AM
rpalandri said:
Hello!
The forward rendering path for VR is really for PC only, the mobile side has always been forward only.
By default, MSAA should be on when you start GearVR, but issues in the config files might have messed that up. How it works is, if gearvr.EnableMSAA is 1 when the plugin starts, then whatever the value of r.MobileOnChipMSAA is, it will be set as 1 (activated). r.MobileOnChipMSAA is the CVar that actually controls the rendertarget being set as an MSAA rendertarget, which activates the feature.
How we can debug this:
when gearvr.EnableMSAA is set, it will log :UE_LOG(LogHMD, Log, TEXT("Enabling r.MobileOnChipMSAA, previous value %d"), CVarMobileOnChipMSAA->GetInt());Can you see this "Enabling r.MobileOnChipMSAA, previous value..." log in your run?
If yes, and you still don't see MSAA, where the magic really happens is in OpenGLRenderTarget.cpp, line 201, where this is called:
glFramebufferTexture2DMultisampleEXT
instead of this
FOpenGL::FramebufferTexture2D.
Could you verify in which path your renderer goes?
Thanks a lot
12-09-2016 02:53 AM
12-09-2016 09:54 AM
12-09-2016 07:13 PM
12-12-2016 09:29 AM
12-14-2016 08:10 AM