Blurry Textures + Aliasing
Hello! Ive just set up my Quest 3 with UE5. But if i start my test level, the textures are getting blurry in the distance. Also i have a massive aliasing on some objects. Ive gone through all the associated project settings, but nothing changed. Ive tried it with 4k quixel megascans but its still blurry. Any advice? Thank you!1KViews1like0CommentsAre "noisy" images normal?
Being completely new to VR, I've tested the Quest now for about 2 charges / 4 hours. The tracking works great and I couldn't see any tearing. But I would have expected a better image quality. Often I have the feeling to look at everything through flickering air. If you look at the shelf in the control room on the right, it seems that every edge has heavy aliasing artifacts making everything look very unsettled. I know that the Quest is a rather a "low-end" hardware when it comes to CPU/GPU power, but are these noisy images normal or does my Quest have a hard/software issue?Solved644Views0likes1CommentSevere Aliasing in Oculus Browser
As a VR photographer I am excited that Oculus Browser supports WebGL, so that we can now show tours in immersive VR on Go and Gear VR. But I am sorry to have to report a serious problem. Every 360 photo that I view via Oculus Browser on GVR or Go has bad "shimmer" -- motion aliasing. Viewed on an app -- 360 Photos, Gala360, etc. -- the same photos are entirely free of shimmer. Many others have obsered the same thing. Naturally the WebVR client I am most conerned about is krpano, which powers much of the world's 360 photo viewing. But this is definelty not a krpano problem, I have seen it with two other clients as well. The apps demonstrate that it is technically possible to render clean antialiased images on Galaxy phones and the Oculus Go. Now that the Go is bringing the VR web to a huge new audience, It is vital that Oculus brings rendering in the WebGL mode of Browser up to the same excellent standard.556Views0likes0CommentsHow might you design your environments to look amazing with minimal texture filtering?
Texture filtering adds a lot to the image quality of a game. Unfortunately due to the bandwidth limitations of mobile GPUs, it's also a very costly feature due to requiring texture lookups, especially anisotropic filtering. What are the possible ways to optimize your game environments to avoid aliased or blurry textures while reducing or eliminating the need for costly texture filtering?470Views0likes0CommentsUnity 5 Virtual Reality Supported: Text shimmering / aliasing when running on GearVR
I've spent the last 2 days trying to figure this out but have not come up with a conclusion. I'd appreciate if anyone has experienced the same and any thoughts. Basically, I'm noticing that if I have a scene with text in it (world canvas and UI text component), when I build for GearVR with Unity's VR support, the text aliases like crazy. To be honest I'm not even sure 100% if it is plain old aliasing. The text just constantly shimmers. I tried moving things around in case, for some reason, I was getting z fighting on the canvas but it seems it is not. I tried enabling anti aliasing from the quality settings and neither does it seem to make a difference. Also seems like I need to create a new quality preset and set it as the default for Android for the antialiasing to even take effect when running on the GearVR. I tried tweaking the Canvas Scaler Dynamic and Reference pixels/unit settings (which are not entirely clear to me from the docs btw). But at most, I was able to make the text slightly blurry as mentioned in the Unity VR guide and it barely helps. I tried making the canvas and text huge and then scaling the canvas down to 0.05. finally I tried making my text bold and bigger. And that seemed to mitigate the shimmering to a certain extent but not 100%. But I've seen Unity apps for GearVR that don't exhibit this shimmering issue. So I am wondering what else might I be missing. I'm on 5.3.3.p3 if it makes any difference.Solved4.3KViews0likes3Comments