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Gear VR with Unity, jagged edges or antialiasing issue

Discussion in 'AR/VR (XR) Discussion' started by Javieret, Sep 24, 2015.

  1. Javieret

    Javieret

    Joined:
    Jul 3, 2015
    Posts:
    8
    Hi everybody,

    I'm developing a game for Samsung Gear VR with Unity 5.1.3.

    I have a big problem with borders of the 3d objects, you can't see them like a line, you see jagged edges, like saw-tooth effect.

    I tried to play with Unity settings, but i can't solve it. The scene has around 50-60fps in mobile, and no more than 60-70 batches.

    (click to expand). Picture 1. Saw-tooth effect in borders and stats panel


    (click to expand). Picture 2. Player-settings panel


    (click to expand). Picture 3. Quality-settings panel


    In quality settings I tried to change "Anti Aliasing" to 4x and 8x multi sampling but I get same result.


    Any idea what can I do?

    Thank you very much!!!
     
    Last edited: Sep 24, 2015
  2. saschandroid

    saschandroid

    Joined:
    May 30, 2013
    Posts:
    4
    The ovr plugin is disabling antialiasing if you have enabled it in the quality settings (search for "antialiasing" in the ovr .cs files).
     
  3. VincePlusPlus

    VincePlusPlus

    Joined:
    Mar 4, 2015
    Posts:
    6
    I have this same problem, i tried the solution @saschandroid suggested and searched through all the OVR files and did not find anything with anti aliasing in them. Has any one figured out the problem?
     
  4. VincePlusPlus

    VincePlusPlus

    Joined:
    Mar 4, 2015
    Posts:
    6
    It seems this problem has been fixed for me with the new 5.2.1p2 that was released on Thursday.

    EDIT:
    This problem has not been fixed, or at least for me, i was connecting Oculus to my computer after starting the application and that's why i would not get the jagged edges.
     
    Last edited: Oct 7, 2015
  5. bluescrn

    bluescrn

    Joined:
    Feb 25, 2013
    Posts:
    642
    Should this be working in more recent Unity versions? - is there anything required to enable VR AA beyond quality settings?

    We're trying to do a performance comparison of Unity 4.7 vs. Unity 5.x, to help decide whether to update a project to 5.x, but in Unity 5 we currently have no AA.

    In Unity 4, we have more settings available via the Oculus plugin, including an AA option which definitely worked (and made a huge visual difference)

    (edit: Ah, seems that this is OK, and it just wasn't using the expected quality settings...)
     
    Last edited: Apr 13, 2016
  6. TechnicalArtist

    TechnicalArtist

    Joined:
    Jul 9, 2012
    Posts:
    736
    Any idea how to solve jagged edges or anti-aliasing issue in gear vr? (unity 5.3.5)
     
  7. latestpost

    latestpost

    Joined:
    Dec 8, 2013
    Posts:
    1
    Unity 5.5.06b

    Despite setting anti alias settings in project settings -> quality -> rendering -> anti aliasing = 2 x multisampling there was no visual change in appearance

    What did work was setting it using code in one of the start routines on a game object
    QualitySettings.antiAliasing = 2;
     
  8. filipepms

    filipepms

    Joined:
    Apr 5, 2016
    Posts:
    1
    Just as said above: use the line
    QualitySettings.antiAliasing = 2;
    if you want enable AA.
     
  9. Prabir

    Prabir

    Joined:
    Jul 8, 2012
    Posts:
    2
    @filipepms :- bro you saved my day, thank you very much. I was struggling with this issue from like 2 days, tried every possible thing , but nothing helped, but your suggestion worked :)

    Seems even setting up the antialiasing via the unity quality setting is not enough. We must do it via script. Thanks again bro.
     
  10. raja1250

    raja1250

    Joined:
    Mar 6, 2014
    Posts:
    6
    QualitySettings.antiAliasing = 2;
    Has Solved The Problem Thank you.