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Up and Coming
October 8, 2014

Deferred Lighting: Anti-Aliasing As Post Effect

If I apply Antialiasing As Post Effect to the Oculus Cameras, the game view goes black upon Play Mode.

What do I need to do to have anti-aliasing although I am using Deferred Lighting to get Point Light Shadows?
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    5 replies

    Up and Coming
    October 9, 2014
    From what i know, deffered lighting in unity does not support anti-aliasing, you can add an anti-aliasing image effect as post effect, but it's not so effective as forward rendering combined with anti-aliasing.

    Had the same problem, without anti-aliasing you get a very restless experience, everything is shaking, so i'm not working anny longer with deffered mode on.

    Correct me if i'm wrong, but this is how i deal with it :)
    Up and Coming
    October 9, 2014
    But forward rendering is crap with lighting : (
    I hope they will fix this soon : )
    Up and Coming
    October 9, 2014
    Forward is a horror, but VR is all about the right experience, a scene without anti-aliasing combined with dk2 is a pain for the eyes, dk1 had lower resolution, so it was acceptable.

    I have to say that small scenes works okey if you don't use it, but when you have a large exterior scene, it is a no go, i also think this is not an easy fix for unity, deferred has problems with rendering it, so kind of a challange to solve it.

    looks like oculus is not focusing on this point, they are developing hardware, not a game engine, however, with the arrival of the consumer version, what will have even more pixels, it might be a good point to have more discussion about it. kind of a trial and error process.

    On this forum we discuss most of the time hardware issues, i'm not seeing a lot of feedback on content experience, or let i say possible solutions to solve the anti-aliasing challenges.
    smxAuthor
    Up and Coming
    October 9, 2014
    So this mean, that I cannot have dynamic shadows with the Oculus. That sounds ridiculous.
    Up and Coming
    October 9, 2014
    Dynamic shadows has nothing do do with deferred or forward mode, both supports dynamic light. But if you have many shadowcasters you pretty much need deferred to get good quality for shadows.