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Pixelate rendering in Oculus Quest

Dear All,

I have a very basic material being rendered on a spheric mesh, which appears correctly at the beginning but starts changing in a recursive manner by increasing the size of the rendering mesh. The video is attached below:

https://youtube.com/watch?v=7s9cxypgUWE

Here is the materials blueprint:

Capture2.PNG

This is being tested on an oculus quest, any idea what might be the problem?!

Thanks in advance :wink: