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

No I think you’re on to something there. I can’t verify with RenderDoc as it seems to be broken on 5.5.4 which is the current version we are on atm. Engine crashes as soon as I enabled RenderDoc

We’re using the sharpening on foliage as the apparent banding will remove geometry from the small foliage leaves/spruces. But even with sharpening the MSAA resolve should be applied for this material but it still flickers. As you say, if I turn off AA all geometry will alias quite bad, even opaque so I know MSAA is doing part of its job.

But there is something else thats causing unbearable flickering and it seems this is only an issue from Unreal VR.

Would be nice to have some more eyes on this with tests to see what is actually going on. Because this effectively stopping us from using masked materials at all in our shipped game. This increases overdraw, we have self sorting issues and its looking quite blurry but translucent materials atleast dont alias as bad.

The editor viewport is flicker free yes

@VictorLerp Do you have any information on this, any clues if you know about an upcoming fix? Because this definately seems like an Unreal Engine bug for the VR renderer

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