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Anti-aliasing for headset

Discussion in 'AR/VR (XR) Discussion' started by spinning_clock, Sep 22, 2017.

  1. spinning_clock

    spinning_clock

    Joined:
    Jun 22, 2015
    Posts:
    18
    Hi there,

    Have previously googled this but not found any solid solution.

    At the moment we are in the process of publishing a UNITY game which is made for oculus. Now the project all works nicely and is running on a very well powered desktop PC, however the anti aliasing isn't brilliant when set to 'beautiful' with hacksaw edges. We are using a camera with a post processing profile with the anti aliasing set to 'fast approximate anti aliasing' and preset 'extreme quality'. Whilst you can see some antialiasing it doesnt appear as clear as say the steam front end -which is made in unreal.

    Is the antialiasing a limitation of unity? Or what is best practice for AA in unity for a faultless result.
     
  2. Selzier

    Selzier

    Joined:
    Sep 23, 2014
    Posts:
    604
  3. delphinius81

    delphinius81

    Joined:
    Mar 6, 2012
    Posts:
    55
    Are you doing forward or deferred rendering? AA through quality settings only works in forward rendering. If you are doing deferred, you might need to find an alternative post-processing AA method if the Unity post-processing stack isn't working to your liking.