I’m building a VR game for the Quest, and mesh edges look great with 4x MSAA. However, 3d widgets have the worst aliasing ever. There must be a trick to have smooth looking UI, I’m sure I’ve seen other UE4 games where it looked great but I don’t seem to be able to find a way. Anyone know what I’m missing?
I figured it out - get the widget render target and put it on a stereo layer
do you mind posting some visuals and how you did the widget?
I am running into the same issues when it comes to AA. I am getting black artifacts.
see screenshot below:
No matter if I change the MSAA 2x, 4x, 8x
It’s a super simple setup, just with primitive objects and I can’t figure out why it’s doing it.
Updated Scene File:
In my latest Project File, I added a rotating head-sculpture. I wanted to see the performance when an object is rotating. As expected, frames drop. For the rotation I am losing about -20 FPS.
DOWNLOAD PROJECT FILE Unreal 4.24.2:
My Documentation about Debugging and my Developing-Process for the Quest can be found here:
Sorry for my current mess… I am planing to structure the post soon, so people can actually follow step by step.
Another issue I am currently experiencing:
- the geometry seems to “jump” or it’s kinda “jittery”
and I can’t figure out what’s causing it, even if I am just using a plane and one cube.
Curious about your thoughts & ideas.
Thank you so much for any little hint, I really do appreciate that.
Bumping this thread for people coming here through search.
Another way to solve it is to enable mipmap generation and filtering for the render target. Not super straightforward and can be quite expensive, but is more flexible than stereo layers. Also I couldn’t use stereo layers because they are currently bugged for me and several other people.
I made a note on enabling mipmaps and filtering for UMG widgets here (also available as a plugin on github):
Thanks. Came here through search, after extensive search. I can’t understand why this thing is not more easily solved and/or more widely discussed/explained. Does not seem a minor issue to me
Ok that works, indeed. Have yet to check how much it hurts performance if I use many.
Two links that are explaining the solution in a detailed way are:
Although part at the end of Mitch’s video explanation (starting at min 9:05’) is not needed anymore as the ‘Stereo Layer Type’ parameter in the Stereo Layer component now admits “World Locked” and it appears to have been correctly implemented now.
The problem in VR is that controler 3D models, that from a 3D logic criteria should be in front of the stereo layer, because are nearer to the user, are rendered “behind” (since the stereo layer ir rendered on top of everything). To solve that, the stereo layer is apparently cutting out a part of itself with the silouete of the controller, where the controller is, so you can see it “through” the stereo layer, giving somehow the apparence that the stereo layer is behind the controller. This sophisticated behaviour comes with a handicap: this “cut” itself is a “hard” one with no antialising at all. So while the widget shows itself almost perfect now, the frontier between the controller and the widget, doesn’t. It’s much les noticeable and annoying that the widget aliasing that solves, but still not ideal.