VR Anti-Aliasing Nightmare (TAA vs. MSAA) - Meta Quest Help Needed! [Video Attached]

Hi everyone,

I’m developing a game for the Meta Quest and I’m struggling to find a good anti-aliasing solution. I’ve attached a video comparing two methods: TAA (Temporal Anti-Aliasing) on the left and MSAA (4x Multi-Sample Anti-Aliasing) on the right.

Here’s the problem:

  • TAA:
    • While it significantly reduces aliasing, the overall image in VR is extremely blurry. The video doesn’t fully capture the severity, but in the headset, it’s very noticeable and uncomfortable.
    • Also, it causes a significant drop in FPS, which is critical for VR performance.
  • MSAA (4x):
    • The FPS is much better and the image appears sharper.
    • However, aliasing is very pronounced, with severe shimmering and glistening on edges, especially noticeable in VR. Again, the video doesn’t fully show the extent of this issue.

I have attached a link to the project setting file as reference.

In summary: I’m stuck between a blurry image with TAA and a shimmering, aliased image with MSAA. Neither is acceptable for a comfortable VR experience.

My questions are:

  • Has anyone else encountered similar issues with anti-aliasing on the Meta Quest?
  • Are there any recommended settings or techniques for achieving a balance between image clarity and performance?
  • Are there other anti aliasing techniques that are better suited for the meta quest?
  • Are there any post processing effects that can help remedy these issues?

I’ve spent a lot of time troubleshooting, but I’m at a loss. Any help or suggestions would be greatly appreciated!

Thanks in advance!

The recommendation from most VR platform vendors has AFAIK always been to use MSAA when possible.

Since the shimmering seems to be limited to the edges of translucent foliage, it’s likely caused by the Alpha-to-Coverage feature not working. I’m not sure if it’s supported by the mobile renderer though, and googling it only seems to turn up others with the same issue.