VR Antialiasing on Texture/Emissive Material

Hi
i am working on a VR Project targeted for oculus quest 2 and the issue i am facing is antialiasing
AA on every texture or text or every emissive material


Does anyone have any solution to this please help .
thanks

What is your texture resolution ? If its not in power of 2 (ex: 256x256, 512x512, 1024x1024,…), then there will be aliasing. When you get close to the object with that texture, there will be less aliasing.

@Muscle_Kay texture res. is 4096x4096 .
and yes when we go near to this object aliasing is less .
is there any solution to reduce aliasing overall at least from texture and text .

Without any postprocessing AA, you’ll have to rely on texture filtering and render resolution to mitigate aliasing. You could try blurring the mipmaps of the emissive texture by choosing one of the blur filters in the mip generation settings. Making sure anisotropic texture filtering is enabled for the texture might also help.

If the issue with text is with UI widgets, it is likely because the built-in class does not have mipmaps enabled. To enable them, you would need to make a custom class in C++:

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thank you , this is so informative , i will try to implement this in my project .