HTC Vive/Oculus CV1 Temporal AA Question

Hi guys,

I was doing some testing in the Vive and was trying to get the best image quality I could for our project, this was based on the visual quality we experienced in VR Lab made by Valve.

What instantly stood out was the AA quality and on closer inspection it seemed to use temporal AA.

I’ve always seen that we should use FXAA in VR with unreal engine 4 however the temporal AA results seemed much nicer and sharper.

Has anyone been testing FXAA Vs Temporal AA, can anyone explain why one would be preferred over the other in VR?

Thanks

I don’t know the answer to your question, but AFAIK VR Lab made by Valve is mostly Unity and Source 2, forward rendered with MSAA and supersampled, so it can be super clean. Both, Valve and Oculus, seem to be advocating against screen space and post processing (like FXAA and Temporal AA) methods in VR.

Oculus just released their VR renderer for UE4

More about it here: Oculus Conne

It’s also worth watching Valve’s presentations, like the Advanced VR rendering (GDC 2015 and 2016). Here is an article that summed up some of the informations from the last one.

Thanks for the info, that makes a lot more sense now, I think I will stick to stock UE at moment however once my CV1 turns up I will give both deffered and forward rendering a test.