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

@Rectus_SA Did you get any more progress on this?

Nope, haven’t looked at it. Not sure if there is much I could do, apart from setting up a better test setup to see exactly how the pixels are behaving in different configurations of alpha and mip levels. If you are in a hurry to fix it, maybe you could do that instead.

I can confirm that MSAA is correctly applied to our foliage when using alpha to coverage. I’ve directly used RenderDoc to my quest3 and I can see the MSAA resolve, that it looks good on a stil picture.

So the aliasing must come from somewhere else like subpixel jitter or something..

The aliasing is horrible on masked materials.

@VictorLerp Does VR / Mobile renderer have temporal flickering on masked materials?

Out of desperation, I changed from forward shading to deferred shading, just to see what happens. It rendered a perfect image, but just the left eye, right eye was blank. So, my guess is that AA does not work properly between both eyes.

I am having the same issue as OP but I notice the image looks like the video to the right and doesn’t have the effect only in one eye its both. I am using 5.4.3 meta fork. Have there been any updates that may fix this? I have been trying to fix this on and off for months as its a major issue for my users. @SofthouseRikard @Rectus_SA @VictorLerp @Chamod_Priyasad

There haven’t been any official word. @VictorLerp haven’t responded to my latest comments either. From the comments above it doesn’t feel like this is a known issue to the developers. Not sure what the fix is. We are suffering from this to.

When talking to devs on Unity side, this doesn’t seem to be an issue. So it feels like an implementation bug on Epic’s side.