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July 17, 2021

MSAA not working with Quest and URP

I've been struggling the past few days trying to figure out why MSAA shouldn't be working on Oculus Quest when using URP (it works fine in editor though). I've tried different solutions
My current setup
Unity 2020.3.8f1 (64-bit)
URP 10.5.1
OculusIntegration v29

OVRManager:
Use Recommended MSAA off.
Same camera settings as below.

 

 

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    4 replies

    New Participant
    September 23, 2021

    Did you ever resolve this? I am having the same issue.

    New Participant
    September 23, 2021

    You have to change the camera anti-aliasing to MSAA as well.
    I don't remember if Post Processing must be on too, I think not.

    New Participant
    September 23, 2021

    Thanks for the response. I tried changing the camera anti-aliasing to MSAA, but that didn't work either. It slows down my FPS but everything is still jaggy.

     

    I found this thread: Fixed foveated rendering on Oculus Quest not working | Page 2 - Unity Forum

     

    It says a workaround script is running, but I tried that and it doesn't help. Not sure if I added it correctly though. 

     

    Did you need a script like that?

    New Participant
    September 23, 2021

    Nope, in my case it just works, it drops the fps alot too so I'm just using FXAA for now.
    Try updating the integration package maybe?