Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We’re making changes to the Unity Runtime Fee pricing policy that we announced on September 12th. Access our latest thread for more information!
    Dismiss Notice
  3. Dismiss Notice

Bug MSAA does not work on Quest2

Discussion in 'VR' started by YuriyPopov, Aug 16, 2022.

  1. YuriyPopov

    YuriyPopov

    Joined:
    Sep 5, 2017
    Posts:
    233
    I have tried building with the Oculus plugin and the OpenXR plugin, URP unity 2020.3.37f1, both with Vulcan and GLES3, no matter what I do MSAA seems to not do anything on the Quest 2. Any advice on how to proceed is welcomed.
     
    Last edited: Aug 17, 2022
  2. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,223
    Where do you set the MSAA?
    In the URP asset?
     
  3. YuriyPopov

    YuriyPopov

    Joined:
    Sep 5, 2017
    Posts:
    233
    Yes, where else should I be setting it ?
     
  4. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,223
    There is a setting on the camera, which usually shouldn't be used.
    You also didn't state what render pipeline you used.

    Are you sure the URP asset you edited is the one used by android in the quality settings?

    If so, there is no difference between 0x and 8x?
     
  5. YuriyPopov

    YuriyPopov

    Joined:
    Sep 5, 2017
    Posts:
    233
    Thanks for pointing out the missing pipeline, I edited my first post.
    Yes I'm 100% sure that the correct asset is being used( there is only one asset and quality setting), I'm sure it's set to x8, I'm sure that there is no difference between setting it to 0 and 8 in a build, and I'm sure the camera has the option to use the pipeline settings for MSAA.
     
  6. Aldeminor

    Aldeminor

    Joined:
    May 3, 2014
    Posts:
    15
    Ok, my turn here.
    Unity 2021.3.17, URP, Oculus XR and Oculus Integration.

    I created URP Pipeline for Quest 2 with 4x MSAA, 1.22 rendring scale, set it up at Quality settings, set up XR and Player settings as it should be, here's screenshots:
    upload_2023-5-19_14-33-0.png
    upload_2023-5-19_14-33-22.png
    upload_2023-5-19_14-33-47.png

    And it fails to give me my rendering scale with MSAA. At build I have jaggy edges and low resolution (1440x1584).
    What I'm doing wrong?