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Shimmering *aliassing issues*

Discussion in 'AR/VR (XR) Discussion' started by lo9ic, May 25, 2018.

  1. lo9ic

    lo9ic

    Joined:
    Jun 11, 2015
    Posts:
    5
    Has anyone come up with any solid solutions to the shimmering , alias issues after building out a vr application ...it looks perfect when running the scene within the editor , but on build its just shimmery ...even got the alias settings on x8
     
  2. solidearthvr

    solidearthvr

    Joined:
    Jan 23, 2017
    Posts:
    50
    What type of objects are you seeing shimmering?

    Certain textures & geometries have a tendency to have this problem and . . . long straight lines against a high contrast background, leaves in high poly plants, and textures with lots of patterns.

    Is this the type you're seeing a problem with or something else?
     
  3. Akshara

    Akshara

    Joined:
    Apr 9, 2014
    Posts:
    100
    Look into increasing XRSettings.eyeTextureResolutionScale to between 1.2 to 2.0. This will scale the render output to the HMD at higher than default, which can lessen aliasing and shimmering. A good average target would be a setting of 1.4 with MSAA 4x or try 1.8 with no MSAA at all, whatever looks best while maintaining performance.

    To do this, create a custom C# script and add the following to it:

    Code (CSharp):
    1. XRSettings.eyeTextureResolutionScale = 1.4f;
    Then attach that script to an empty GameObject in the scene.

    Some reference links...

    Unity Docs · XRSettings.eyeTextureResolutionScale

    Mesh edges flickering in VR Only

    Attacking the Flickering Jagged Edges of Mixed Reality in Unity3D
     
  4. lo9ic

    lo9ic

    Joined:
    Jun 11, 2015
    Posts:
    5
    Yes, alot of the shimmering does occur along those long high contrast lines
     
  5. lo9ic

    lo9ic

    Joined:
    Jun 11, 2015
    Posts:
    5


    I will give this option a try out and see if it at least reduces the issue
     
  6. midnightcrawler1

    midnightcrawler1

    Joined:
    Jan 17, 2017
    Posts:
    15
    This is a really easy and effective solution that actually works, at the cost of very low performance, but it works. thanks