Skip to main content
New Participant
November 4, 2014

Anti Aliasing causing Black Screen?

I'm setting up my project to use the Oculus Rift DK2. Everything is coming along peachy until I try enabling 4X Multi Sampling Anti Aliasing within the Quality Settings (per the Unity Integration Documentation of 0.4.3) of Unity 5.

I build my scene and I get a Black Screen using DirecttoRift.exe.

Disabling this option enables my scene to work properly.

Any ideas?
    This topic has been closed for replies.

    6 replies

    Inspiring
    November 4, 2014
    I remember this bug from way back, but I was convinced it was gone. Guess not.

    Let me see if anyone knows of a workaround.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    grayjamnAuthor
    New Participant
    November 4, 2014
    Many thanks sir and good evening to you. As someone relatively new here, I'm surprised to see the OR team so diligently monitoring these forums!

    Looking to hear back from you.
    Inspiring
    November 4, 2014
    Are you using deferred rendering? If so, AA has no effect and should be disabled.
    grayjamnAuthor
    New Participant
    November 4, 2014
    Thanks for your suggestion. I saw your response and switched to Forward rendering path.

    Now instead of black screen I have a blue screen; however, still doesn't start my scene as it would if I disabled AA altogether.
    Inspiring
    November 4, 2014
    It may be a new behavior in Unity 5, but it sounds more like a bug that Unity recently fixed in 4.5 and may not have merged to 5 yet. It would occur if you were image effects, MSAA, and NVIDIA hardware. Is that the case? Is it an option to turn off the image effects? If not, can you turn up OVRManager.nativeTextureScale? That will increase the resolution of the eye textures. If nothing else works, can you go back to deferred lighting and use FXAA? It's one of the options in Antialiasing (Effect), which comes with Unity Pro. You would attach one copy of the image effect to each eye camera. Depending on your content, it may cause some artifacts.
    grayjamnAuthor
    New Participant
    November 4, 2014
    Thanks again for your response. I *may* have narrowed it down to something local to my setup.

    Currently I have the OVRCameraRig attached to my player object instead of using the OVRPlayerController.

    I replace my player with the OVRPlayerController and everything works fine with AA on set through the Quality Menu.

    To answer your original question, no image effects on my own configuration.

    I'll play around with it some more. I do appreciate your timely feedback, I know if probably pretty hard to diagnose something without seeing what I'm working on.