Antialiasing on Unity 6

Since switching to Unity 6, the following message haunted me:
The project currently uses the compatibility mode where the Render Graph API is disabled. Support for this mode will be removed in future Unity versions…

Disabling the… disable function… gives a black screen. I have since learned that MSAA is broken. If MSAA is disabled, everything is visible. If MSAA is set to anything other than disabled, then the screen is black.

I’ve been using MSAA as my anti-aliasing solution. So my questions are as follows.

Will MSAA always be broken when using the Render Graph API, will it be removed?

Which AA you suggest using with Unity 6? MSAA looked quite nice under 2022.

Thank you!

I have disabled the compatibility mode and MSAA still works fine. Did you go in Project Settings and uncheck Compatibility Mode (Render Graph Disabled)? I am using URP and Vulkan, are you using something else?

I’ve been using the default, which appears to be OpenGLCore on my platform. If I manually switch it to Vulkan, then the black screen issue goes away.

I don’t know if there’s a practical difference for me and my project for Vulkan vs OpenGLCore at this time, but it’s a good data point to have. Thank you!

From my experience the Vulkan renderer is far more reliable than OpenGLCore.

The only difference it can make for your project is in shaders as there are differences in coordinates systems and other values from one renderer to another. This will only cause trouble in some very specific shaders and is easily fixable.

If you’re satisfied with the answer then please mark the topic as Resolved.

I guess I can close this out, but I can’t stick with Vulkan at this time. Tons of editor crashes, including ones with no crash dialog. I see lots of those virtual artifact failures. I’ll have to go back to render graph disabled until these issues have been worked out.

I assume sending a ~30 GB crash report won’t help anyone. I am available though if anyone from Unity wants some hands-on time seeing what’s broken.

For anyone who happens to find this post, the bug has been accepted. Here is a link to the bug tracker:

The MSAA is still broken in DX11 and DX12 (works in Vulkan) in RenderGraph, using 6000.0.25

Is there a fix yet ?

Thanks