Hi there !
Sorry if it makes a double post for this topic, to be honest I’ve tried everything I could find from forums and couldn’t find a working solution for me, so I’m giving it a last shot here.
Here’s my problem : I get a lot of aliasing when developping with Unreal 5.3.2 for Oculus Quest 2+Pro. I am trying to render a nice environment, so the main mesh has multiple textures on it. I’ve followed the main instructions, which are to use Forward Rendering with MSAA.
In VR preview, it works just fine and is much more efficient than TAA or FXAA, which render the same bad environment.
However, in build, I get :
- a left eye that doesn’t see anything if the Mobile Multiview option is disabled
- some little texture details are seen from only one eye if Mobile Multiview is enabled. I don’t know how to explain that & can’t take screenshots to explain it, but basically, it’s making a “doubling” effect, and its as if those special details were rendered on a different layer.
When Mobile Multiview is disabled but I use TAA or FXAA, I see fine from both eyes but it is basically unplayable due to the extremely bad quality. When it is enabled with both these methods, it also renders some details in “double”.
I’m sorry if it is not really clear, I don’t really know how to explain this in another way.
Below are pictures of how it renders with MSAA and TAA in VR Preview. Though the difference is not that noticeable in the pictures, it is definitely a huge difference when using the HMD.
VR Preview with MSAA :
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VR Preview with TAA :
Thanks for your help !