I feel like that’s an understatement, the aliasing in VR with MSAA using unreal is insane. I don’t know why there is not more people talking about this.
Should we be forced to use TAA over MSAA when in-fact MSAA is the recommended method?
@VictorLerp Are there any upcoming changes that fixes aliasing? It doesn’t seem like Unity is suffering that much from this as it does in unreal