Is MSAA working for the Go in 4.21?
I'm having a hard time troubleshooting a MSAA issue. Basically I want to toggle MSAA on and off to observe the visual impact. I'm not even sure at this point whether MSAA is active on my project.
Using the Oculus branch of 4.21 and deploying to an Oculus Go with ES2 and forward rendering. I've tried the following sets of variables in the Android_Adreno5xx profile:
r.MobileContentScaleFactor 0
r.DefaultFeature.AntiAliasing 3
r.MSAACount 4
r.MSAA.CompositingSampleCount 4
r.MSAACount 4This is my profile for MSAA on, and I changed "r.DefaultFeature.AntiAliasing" to 0 to disable it. Nothing seemed to change in my visual output.
This is showing up in the logcat:
LogRHI: Support for 4x MSAA detectedHere are some scalability settings the device reports while running:
sg.AntiAliasingQuality = "3" LastSetBy: Scalability
sg.AntiAliasingQuality.NumLevels = "5" LastSetBy: Constructor
r.PostProcessAAQuality = "4" LastSetBy: Scalability
r.MobileContentScaleFactor = "0" LastSetBy: DeviceProfile
sg.ResolutionQuality = "100" LastSetBy: ScalabilityI'm about at wits end tinkering with anti-aliasing. Can anyone confirm MSAA works at all for 4.21.0 on Android devices, possibly specifically for the Go?
I've got a screenshot of the heavily aliased areas I want to debug but it's so jpeg compressed it is hard to see:
I've got a screenshot of the heavily aliased areas I want to debug but it's so jpeg compressed it is hard to see:
