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FXAA in Standard Asset has extra overhead "RenderTexture.ResolveAA" when MSAA enabled too.

Discussion in 'Image Effects' started by syenet, Jan 12, 2017.

  1. syenet

    syenet

    Joined:
    May 13, 2013
    Posts:
    47
    below is 4x MSAA with default "FXAA3 Console" working together:
    upload_2017-1-12_20-0-41.png
    you see that the one below is 4x(or 2x, i forget), the one on top in ImageEffects seems to be triggered by FXAA, this introduces a overhead that is critical for my HTC Vive VR project. Is this what it is supposed to be? Image based post effect need to resolve from multi-sampling at first to do the job? I thought the image is already resolved, why resolve it twice here? I tested with first bloom then FXAA, the extra resolve overhead moved from FXAA to bloom, so the first post effect applied is inevitably triggering the resolution I guess?

    Anyone shares some info or knowledge about this? Thanks.
     
  2. syenet

    syenet

    Joined:
    May 13, 2013
    Posts:
    47
    please help? is this normal?
     
  3. joshenes

    joshenes

    Joined:
    Apr 18, 2014
    Posts:
    48
    I would like to know as well, I get the same thing with the Bloom effect. It makes using image effects much more costly when MSAA is enabled. (I am also developing for VR)