# Android VR aliasing problem

**URL:** <https://forums.unrealengine.com/t/android-vr-aliasing-problem/404584>\
**Category:** XR Development\
**Tags:** vulkan, aliasing, unreal-engine, Anti-Aliasing, Android, question\
**Created:** [September 14, 2017, 7:17pm UTC](https://forums.unrealengine.com/t/android-vr-aliasing-problem/404584 "2017-09-14T19:17:02Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![anonymous\_user\_584c34fb](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_584c34fb](https://forums.unrealengine.com/u/anonymous_user_584c34fb)\
**Post date:** [September 14, 2017, 7:17pm UTC](https://forums.unrealengine.com/t/android-vr-aliasing-problem/404584/1 "2017-09-14T19:17:02Z")

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App for Android VR, FullHD display.  
Tryed all sorts of smoothing and other staf. Close to 4+, away - all bad.

 ![213522-atgzx5qkv0q.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/9/f/79f66043f27ab3136cc534d908f015eecd5109e9.jpeg)

Do you have some quality improvement methods.  
My idea to make a blur based on distance from character, but can not find how to implement it on a mobile platform.  
P. s not the VR version with antialiasing, all is well .

 ![213523-3ohv4e3nfpk.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/0/0/600f56814520210da6edf43a8aec0e56c8d91d28.jpeg)

Used MobileHDR + TempolarAA + r.PostProcessAAQuality 6 + r.MobileContentScaleFactor = 0 (the native resolution). And building on Vulkan.

I would be grateful for any advice and constructive criticism adequately.

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**Author:** ![Vrai17](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Vrai17](https://forums.unrealengine.com/u/Vrai17)\
**Post date:** [March 2, 2021, 2:26am UTC](https://forums.unrealengine.com/t/android-vr-aliasing-problem/404584/2 "2021-03-02T02:26:35Z")

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Can you share the QR code of your VR headset?
