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June 9, 2019

MSAA Anti-Aliasing Quality in Oculus Quest with Unreal Engine

I'm developing an application for Oculus Quest using Unreal Engine 4.22, everything is fine except the Anti-Aliasing which looks bad. Edges in high contrast keeps flickering and it's very distracting to the eyes. 

Using the default VR template for testing, I tried turning MSAA ON (2x, 4x, and 8x) and OFF, and there's never any differences. I also tried a few console commands (in config files and device profil) like r.MobileContentScaleFactor, vr.PixelDensity, r.MobileMSAA, r.MobileOnChipMSAA, r.PostProcessAAQuality, and still nothing... Also, when I turn Mobile HDR on, the app just don't open inside Oculus Quest. I know there's a few posts on this online already, but I could not find any solution, except using Unity instead. 

This documentation seem to imply that MSAA is configurable:
https://developer.oculus.com/documentation/quest/latest/concepts/quest-msaa/

The guy here also says that it's possible:
https://www.youtube.com/watch?v=hEtu-ciPc7g


Is there anyone who succeeded to change the Anti-Aliasing quality with Oculus Quest or Go in Unreal Engine 4.22? If yes, how exactly?
Is Mobile HDR supposed to work with Oculus Quest? If so, I would be interested in knowing how to make it work as well.
Is it possible to render at a higher resolution?

Thank you!
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    14 replies

    Participant
    June 10, 2019
    The guy here also says that it's possible:
    https://www.youtube.com/watch?v=hEtu-ciPc7g

    he is referring to FFR which stands for Fixed Foveated Rendering and basically improves performance by only rendering pixels towards the center of your view. 

    @"francis.lavergne"
    I also have the same issue with Aliasing in my build from Unreal Engine when running on the Quest. Like you said turning on 4x MSAA for example makes 0 difference to my visuals.


    New Participant
    June 10, 2019
    Most likely need to switch to forward rendering if you want MSAA.
    New Participant
    June 10, 2019

    PixoGroup said:

    Most likely need to switch to forward rendering if you want MSAA.


    I turned ON Forward rendering and MSAA in my projet settings and it did not do any difference. In fact, I think Forward is always active on Quest/Go even if unchecked. The forward option seems to only makes a difference on Rift. 


    he is referring to FFR which stands for Fixed Foveated Rendering and basically improves performance by only rendering pixels towards the center of your view. 


    You're right! Sorry my mistake. 
    demonixis
    Up and Coming
    June 11, 2019
    Hello, 

    Same problem here, no MSAA with UE4.22 and no mobile HDR. I'm reporting the issue.
    Participant
    June 12, 2019
    @demonixis awesome. do you have a link to your bug report. did you file it here: https://developer.oculus.com/bugs/ ?
    Participant
    November 14, 2019
    Its not a bug, its hardcoded to 4x MSAA

    Participant
    November 14, 2019
    @demonixis  For mobile devices, Oculus hard coded the MSAA value to 4x. Seems like this has been done purposefully  to address the performance issues related to it.
    Participant
    December 29, 2019
    Your project runs with mobile hdr on in quest? Please tell me your secrets!!!!
    Ordered and Received DK1 Ordered DK2 within 18 minutes of announcement!! woot! Concerned about facebook thing, but would have done the same myself. Developing the VR gloves you always imagined(over 1 year full-time development, and looking sweet)
    New Participant
    January 10, 2020
    How is the problem solved?
    Up and Coming
    January 11, 2020
    The same i got that polygon spikes and i don't know how to fix thats..