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Question MSAA for Oculus Quest using URP

Discussion in 'VR' started by tinyelephant28, Aug 31, 2020.

  1. tinyelephant28

    tinyelephant28

    Joined:
    Jan 15, 2019
    Posts:
    2
    Hello, I'm currently using Unity 2019.4.1f1 and the Universal Render Pipeline to develop for the Oculus Quest. I have a scene that runs at 72 FPS with MSAA disabled, but when I turn MSAA on at 2x, it drops frame rates to about 43 FPS. I've read that MSAA doesn't cost that much on mobile, and Oculus also recommends setting the MSAA at 4x, so I was wondering if I was setting up/configuring MSAA wrong. Does anyone have any tips or advice with this? Thanks in advance!
     
    Last edited: Sep 1, 2020
  2. nbfp

    nbfp

    Joined:
    Jul 30, 2015
    Posts:
    23
    Hi,
    I would recommend profiling your app. If GPU is running close to 100% without MSAA, it would explain framerate drop when setting MSAA 2x . I like OVR Metrics Tool from Oculus. It shows you quite useful information as an overlay in headset while your app is running. I couldn't live without it.:)
     
    m4d, Sweet-JP and Desoxi like this.