Anti-aliasing for headset

Hi there,

Have previously googled this but not found any solid solution.

At the moment we are in the process of publishing a UNITY game which is made for oculus. Now the project all works nicely and is running on a very well powered desktop PC, however the anti aliasing isn’t brilliant when set to ‘beautiful’ with hacksaw edges. We are using a camera with a post processing profile with the anti aliasing set to ‘fast approximate anti aliasing’ and preset ‘extreme quality’. Whilst you can see some antialiasing it doesnt appear as clear as say the steam front end -which is made in unreal.

Is the antialiasing a limitation of unity? Or what is best practice for AA in unity for a faultless result.

Have you tried anti aliasing in the quality settings?

Are you doing forward or deferred rendering? AA through quality settings only works in forward rendering. If you are doing deferred, you might need to find an alternative post-processing AA method if the Unity post-processing stack isn’t working to your liking.