any good solution for antialiasing in VR using deferred rendering path?

We are really struggling with anitialiasing in VR using deferred rendering path. The only tip we got, is to use forward rendering path and SMAA. Unfortunately, so many 3rd party image effects require deferred for a good result (or to work at all).

We have also purchased Livenda CTAA - which works quite well in VR - but does not work well in combination with other 3rd party systems.

Does anyone have a good solution for this issue? Frankly I think it is a shame that there is not a proprietary solution for this in Unity.

Appreciate any feedback on this issue!

I’ve had some success with TAA and VR. Based on the Playdead TAA code, but with a number of adjustments. Without the adjustments, it won’t do the job. But that was also specifically to enable deferred with VR.

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@olavrv Were you able to make CTAA work in Deferred rendering? Forward has such poor performance, but on a handful of devices CTAA in Deferred rendering does nothing but a ‘hall of mirrors’ effect (but works on other machines).

We use CTAA in deferred mode both for standard PC builds and VR builds (with their separate CTAA version for VR (Vive/Oculus). Have not tested on other devices…

@jvo3dc Would you be able to share the changes you made? We tested the code that was in Github for the Playdead TAA code and found (At least what was up there) worked with Deferred, but did not work with VR (hall of mirrors effect).

Playdead’s stuff all predates native VR support in Unity, especially single pass support. I suspect a lot of the work is just tracking down all the places where you need to apply UnityStereoTransformScreenSpaceTex.

Would be great if someone capable could test this out

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I didn’t make it single pass yet, but even then there are some adjustments needed. For one the perspective transform is passed as a single vector, assuming the frustum is not skewed. For VR, the frustum is often skewed though.

I can’t share those changes at this moment.

What 3rd party systems are you using that aren’t working with Livenda CTAA if you don’t mind me asking? I would also like to use Deferred Rendering if possible.

Ceto ocean. Also CTAA require two cameras for VR. We are abandoning CTAA and going for FXAA until better alternative comes along…

My personal solution to add more than one post process effect from standard assets → image effects in this order:

  • NFAA | edge ofset 0.1 | Blur Radius 200
  • FXAA2 enable

PS: Since the problems are the horizontal lines. I try to avoid them making attention in the mesh surface; a smooth mesh transitions or just breaking them adding geometry in front… . as for example trees, mountains. I add radius to square geometry.