Anti Aliasing In Unity with URP
Hiya! So I'm having issues with Antialiasing in Unity on a Quest project, it doesn't seem to matter if I have my project set up based on the Oculus documentation or not: https://developer.oculus.com/documentation/unity/unity-conf-settings/ Things are still looking pretty chunky, maybe I'm not understanding how to manually set the MSAA level, in my understanding it's the pipeline asset that has to be set to 4x MSAA Project Setup: Unity 2021.3.11f1 Unity XR System w/Oculus XR Plugin GLES not Vulkan Doesn't seem to matter if I'm in Multiview or Multipass. FXAA does... something, but its just blurry. I've read that for certain setups you have to disable antialiasing in the camera, only enabling it in the pipeline settings, this didn't have the desired effect for me. Finally, questions: How essential is the Integration Package to MSAA functioning correctly on the quest? Am I required to use an Oculus camera rig instead of the Unity XR Rig for Antialiasing to function correctly? Also if anybody can share with me screenshots of a working URP+MSAA Unity setup configuration I would be very grateful.8.1KViews1like1CommentOculus GO resolution aliasing
Hi I'm been doing some tests on the GO with Unity 2018 and I'm noticing that it's looking very jaggy even with MSAA set to maximum (with MSAA off its horrendous). To be fair its an tough case because they are cartoony buildings (vertical and horizontal lines) - but with the slight increase in resolution of the GO over the Rift I expected it to at least look similar to what I get on the Rift. Btw. I'm using the OVR Manager. Is there a possibility I'm doing something stupid? or is anyone else finding the same?7.3KViews0likes9CommentsMSAA break when toggling VRSettings
I'm trying to be able to leave and enter VR at runtime. I've noticed if I set VRsettings.enabled = true and then back to false MSAA is no longer applied. I've also noticed odd behavior from ImageEffects when entering and then exiting VR. It results in a camera flip. Perhaps related? Is something irreversible happening when toggling VRsettings true and then false? MSAA looks fine at startup and when in VR: MSAA after VRSettings = false : I'm on Unity 5.6.0f3 and my scene is nothing more than a camera, the cube and plane, and a script to toggle VR: void Update () { if(Input.GetKeyDown(KeyCode.V)){ enabled = !enabled; Debug.Log("toggling VR to " + enabled); VRSettings.enabled = enabled; } }1.5KViews0likes7CommentsIs there a way to turn on anti aliasing MSAA for GearVR in Unreal Engine 4.14?
I'm working with Unreal 4.14 which supposedly even has a new forward rendering path for VR, though not sure if it is meant just for desktop vr or for mobile too. I'm attempting to get antialiasing working on a Galaxy S6 with GearVR, but I've spent the past 2 days trying out all sorts of things and nothing makes a difference. Basically, I start with a blank project set to mobile + scalable graphics quality. Then I've tried the following. Always packing to Android ETC2: . default project settings (theoretically deferred path by default). . With the new forward rendering option. . Setting any combinations of the following console variables: . r.MSAACount . r.MSAACompositingSampleCount . r.DefaultFeature.Antialiasing . r.MobileOnChipMSAA . r.MobileMSAA . r.MobileContentScaleFactor . gearvr.EnableMSAA Nothing seems to enable anti aliasing. I also posted this on SO, gamedev SE, Unreal AnwerHub and the Unreal forums. and no one has replied anything other than "MSAA should be on by default for GearVR." Has anyone experienced this? Does anyone have any thoughts?Solved26KViews0likes29CommentsIs it possible to use MSAA in an OpenGL app. SDK 1.3.2
I am currently using SDK 1.3.2 to develop desktop apps in OpenGL. I would like to implement MSAA, because my renders are looking pretty chunky. In the old days we used to make our own eye FBO's and link them up, nowadays the SDK is doing it all that internally, when you call "ovr_CreateTextureSwapChainGL" you pass it a description: typedef struct ovrTextureSwapChainDesc_ { ovrTextureType Type; ovrTextureFormat Format; int ArraySize; ///< Only supported with ovrTexture_2D. Not supported on PC at this time. int Width; int Height; int MipLevels; int SampleCount; ///< Current only supported on depth textures ovrBool StaticImage; ///< Not buffered in a chain. For images that don't change unsigned int MiscFlags; ///< ovrTextureFlags unsigned int BindFlags; ///< ovrTextureBindFlags. Not used for GL. } ovrTextureSwapChainDesc; The description clearly states that "SampleCount; ///< Current only supported on depth textures" So does this mean you cannot use MSAA for color eye render targets? When I tried anything other than 1 I get the error "Failed to create texture." Any help would be appreciated. Thanks718Views0likes1Comment