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

Chamod_Priyasad
Mon, 03 Mar 2025 10:36:25 +0000
XR Development

Hi everyone,

I’m developing a game for the Meta Quest and I’m struggling to find a good anti-aliasing solution. I’ve attached a video comparing two methods: TAA (Temporal Anti-Aliasing) on the left and MSAA (4x Multi-Sample Anti-Aliasing) on the right.

Here’s the problem:

TAA:

While it significantly reduces aliasing, the overall image in VR is extremely blurry. The video doesn’t fully capture the severity, but in the headset, it’s very noticeable and uncomfortable.

Also, it causes a significant drop in FPS, which is critical for VR performance.

MSAA (4x):

The FPS is much better and the image appears sharper.

However, aliasing is very pronounced, with severe shimmering and glistening on edges, especially noticeable in VR. Again, the video doesn’t fully show the extent of this issue.

I have attached a link to the project setting file as reference.

Google Drive

UE Config File - Google Drive

In summary: I’m stuck between a blurry image with TAA and a shimmering, aliased image with MSAA. Neither is acceptable for a comfortable VR experience.

My questions are:

Has anyone else encountered similar issues with anti-aliasing on the Meta Quest?

Are there any recommended settings or techniques for achieving a balance between image clarity and performance?

Are there other anti aliasing techniques that are better suited for the meta quest?

Are there any post processing effects that can help remedy these issues?

I’ve spent a lot of time troubleshooting, but I’m at a loss. Any help or suggestions would be greatly appreciated!

Thanks in advance!

27 posts - 7 participants