Is 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?Solved25KViews0likes29Comments