The main issue is jagged edges on most 3d objects (models) in scene.
In Quality settings antialiasing disabled, as Camera HDR option should be enabled, but on eye camera from Steamvr CameraRig prefab attached Antialiasing script from standard unity assets.
Is there any possibility, to hide those jagged edges?
Unity 5.5.2.
Target platform: Windows PC.
VR Device: HTC Vive.
Antialiasing scripts are post process / image effect antialiasing. None of these will be terribly effective as the aliasing that is obvious in VR is temporal aliasing and post process based antialiasing generally only handles spacial aliasing. The “temporal anti-aliasing” is a post process antialiasing that can work for VR, but it’s currently broken for single pass stereo in Unity, and it has significant limitations.
There are two answers to aliasing in VR. Super sampling or MSAA (the antialiasing in the quality settings). If you want HDR in 5.5 or earlier you have to use deferred which doesn’t support MSAA, but 5.6 they’ve finally fixed this. There are also some experimental scripts to modify how the camera renders to enable this.
See: Bloom only emissive surfaces in forward renderer - Unity Engine - Unity Discussions
For super sampling lots of people try and find some asset on the store, which there are a few, but super sampling is built into Unity for VR, you just need a script that sets UnityEngine.VR.VRSettings.renderScale to a value greater than 1. A setting of 2.0 for example will closely match the edge antialiasing of 4x MSAA, but this can be extremely expensive.
Here’s an example gif of the difference between no AA, post AA (SMAA), and 8x MSAA.
Notice how no AA and post AA look exactly the same since post AA only works on the original image without any AA so any “subpixel” detail is lost.
Now the above is the worst case, below is a better example of where post AA shines. Same no AA, SMAA, and 8x MSAA.
Post AA looks way better here, but if you look closely you can see there’s a “crawl” in the post AA, almost like a rope moving to the right, that’s not there as much in the MSAA. This is accentuated in VR, in part because the pixels are larger, and also because of stereo rendering the effect is slightly different for each eye making the line look even more wavey.