MSAA is usually recomended when using VR, but I just found this:
Does this mean that MSAA does not work on a PCVR project?
If so, what is the best option for PCVR?
MSAA is usually recomended when using VR, but I just found this:
Does this mean that MSAA does not work on a PCVR project?
If so, what is the best option for PCVR?
It’s likely a typo. MSAA is enabled in the VR template by default, and it makes no sense not to support it.
I hope so, because why else would they recommend MSAA for VR exactly everywhere? ![]()
In your screenshot it says MSAA Yes for Desktop Foward in the third column. Forward shading is recommended for VR so you should be good. Until UE5 came out, we also used forward shading in VR and never had any problems.
Maybe there is a difference in shading modes between XR and VR due to Passthrough.
There shouldn’t be any difference. Passthrough rendering is handled by the system runtime, while MSAA gets resolved on the game-side. The only difference is that you need to submit correct alpha and/or depth, and unreal handles those correctly even with MSAA.