How can I mitigate specular aliasing w/ the forward renderer?

Ok, so I’m putting together a VR project for use with the HTC Vive, and I’m using the new forward renderer in 4.14.

I am having some pretty severe problems with specular aliasing on the majority of my content. Sparkles are everywhere. This happens, as far as I can tell, regardless of the MSAA sampling count, renderscale/screenpercentage, use of roughness maps, etc, and only goes away if I fall back on to TAA (which sucks), or I make objects’ materials completely diffuse (which also sucks).

Anyone have any pointers or advice to get a handle on this stuff?

Thank you for your consideration :smiley:

I am having the same trouble and can’t seem to achieve the same quality results that I can get in Unity or in Valve’s LAB renderer. Very interested in any solutions.

I’ve been looking for answers on this for a few weeks now, and the silence is pretty deafening. I’m thinking there needs to be some sort of work done with the shaders, and, while we are free to roll our own to fix the problem, I really feel like this is a feature that should be provided. Although, I’m sure they’re working on it, and I’m happy to just have the forward renderer in the first place. MSAA is awesome.

Sorry for updating the old topic, but have you found a solution? I met the same problem when creating a game for Quest 2