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    [PLAYSTATION VR] PSVR & MSAA Looks aweful

    Hello community!

    I'm not going to say much, but I kinda want an explanation about why the PSVR and MSAA looks super bad compared to TemporalAA? I have sooo many jagged lines compared to TAA.

    I changed the MSAA to x4 & x8 as well... still super jagged .
    Last edited by CHADALAK1; 11-15-2016, 06:13 PM.
    Portfolio/Tutorials: http://chadreddick.com

    #2
    MSAA is not supported on PS4 yet, maybe 4.15.

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      #3
      Originally posted by DanielW View Post
      MSAA is not supported on PS4 yet, maybe 4.15.
      Sad day. Would have really loved to see MSAA in PSVR. At least we have it on PC for now
      Portfolio/Tutorials: http://chadreddick.com

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        #4
        Originally posted by CHADALAK1 View Post
        Sad day. Would have really loved to see MSAA in PSVR. At least we have it on PC for now
        Its **** on PC too. For VR anyway.

        Comment


          #5
          Originally posted by tcla75 View Post
          Its **** on PC too. For VR anyway.
          Its strange. On the Oculus, MSAA looks great TBH, but on the HTC Vive it kinda looks bad. Is the MSAA more in favor with Oculus than the Vive?
          Portfolio/Tutorials: http://chadreddick.com

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            #6
            Originally posted by CHADALAK1 View Post
            Its strange. On the Oculus, MSAA looks great TBH, but on the HTC Vive it kinda looks bad. Is the MSAA more in favor with Oculus than the Vive?
            I have only tested it with the Vive and MSAA looks awesome there, so not sure why you say it looks bad? Maybe you could take two screenshots comparing Rift and Vive with MSAA?
            Easy to use UMG Mini Map on the UE4 Marketplace.
            Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

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              #7
              ninja edit: THIS IS FOR PC GUY

              AA can be controlled by Scalability. Perhaps this is what is happening?
              You can put something like this in your scalability ini

              [AntiAliasingQuality@0]
              r.PostProcessAAQuality=0
              r.MSAA.CompositingSampleCount=1
              r.MSAACount=1

              [AntiAliasingQuality@1]
              r.PostProcessAAQuality=2
              r.MSAA.CompositingSampleCount=2
              r.MSAACount=2

              [AntiAliasingQuality@2]
              r.PostProcessAAQuality=3
              r.MSAA.CompositingSampleCount=4
              r.MSAACount=4

              [AntiAliasingQuality@3]
              r.PostProcessAAQuality=4
              r.MSAA.CompositingSampleCount=8
              r.MSAACount=8


              If you then call r.MSAACount=1 you can toggle between Temporal and MSAA, and use scalability to set the level.

              Its great here on Vive. These settings may not be 100% though.

              My personal favorite setting is just MSAA of 2x and r.screenpercentage 160
              That will give you nice looking UMG and 3D.
              I find it runs better than 4x MSAA at 140 percent....
              Outer Planet Studios
              http://outerplanet.webflow.io/

              Comment


                #8
                Originally posted by DanielW View Post
                MSAA is not supported on PS4 yet, maybe 4.15.
                If this is true, I'd love to know as soon as their is a changelist that I can integrate. I've been trying to implement this myself without any success and as we're quickly approaching beta I can't spend more time on this.

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