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?