Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Current best accepted Anti Alias solution for Forward Rendering (VR)

Discussion in 'Image Effects' started by eco_bach, Oct 21, 2016.

  1. eco_bach

    eco_bach

    Joined:
    Jul 8, 2013
    Posts:
    1,601
    Part of the problem with achieving a good AA experience is reducing the amount of 'jaggies' as much as possible when using Forward Rendering.
    Can any VR enthusiasts share their suggestions for the best Anti Aliasing solution or script currently available?
    Is it the AntiAlias script as part of the CinemaMatic Image Effects package, and if so, what are the optimum settings when used with the HTC Vive?
     
  2. Warrior1424

    Warrior1424

    Joined:
    Sep 30, 2010
    Posts:
    984
    Is there any reason you can't use MSAA?
    (Well, I'm pretty sure the built-in AA is MSAA)
     
  3. bgolus

    bgolus

    Joined:
    Dec 7, 2012
    Posts:
    12,329
    Any post process AA isn't going to be enough for VR. Your two real options for AA for VR are MSAA (Multi Sampled Anti-Aliasing, or the anti-aliasing option in the project's quality settings) and SSAA (Super Sampled Anti-Aliasing, or what the VR settings renderScale does).

    That's it.

    The most noticeable aliasing in VR is primary caused by temporal aliasing, that is to say the changing of pixels from one frame to another. The "edge crawl" that happens on aliased geometry edges is far more apparent in part because of the lower apparent resolution and in part because of the difference of how your brain handles a monitor that is strapped to your head vs. stationary. FXAA, SMAA, MLAA, and post process / image effect anti-aliasing techniques don't do anything for temporal aliasing, they're almost entirely about local aliasing, or the change between one pixel and the next in the same frame. Somewhat un-intuitively TAA (Temporal Anti-Aliasing) doesn't actually help with a significant amount of of temporal aliasing either which is one of the reasons why UE4 based games still use both TAA and super sampling for VR.

    If your issue is you're using HDR and you want to use MSAA, there's a thread here on the forum where someone has posted a working solution to allows you to enable MSAA and HDR at the same time. In the most basic setup it's not perfect, but it's better than not having it at all, and real support has to come from Unity (which they're working on now, though as usual ETA is undetermined).

    https://forum.unity3d.com/threads/b...aces-in-forward-renderer.408645/#post-2808616

    You can feel free to layer FXAA or SMAA on top of MSAA and SSAA if you wish.