The City Sample project relies heavily on TSR to clean up any aliasing. TSR, like all taa solutions works best if the camera does not move. In VR you move your head all the time so TSR will have trouble anti-aliasing it. That is why most VR projects use the forward renderer with MSAA. But that won’t work with Nanite as that requires a visibility buffer and a g-buffer. You could try using DLSS/DLAA as your TAA solution, some people claim to have good results with that in VR. Btw: what version of UE are you using? The most recent one has broken taa in vr: VR in 5.6 has a smearing no matter what settings I use - Development / Rendering - Epic Developer Community Forums
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