Oculus and URP (LWRP)

Unity 2019.2.3f1
Oculus Integration 1.40.0
Oculus Desktop 1.38.3

Here is the message I’m receiving 999+:

The current MSAA level is 0, but the recommended MSAA level is 2. Switching to the recommended level.
UnityEngine.Debug:Log(Object)
OVRManager:Update() (at Assets/Oculus/VR/Scripts/OVRManager.cs:1454)

Here is the relevant script code:
if (useRecommendedMSAALevel && QualitySettings.antiAliasing != display.recommendedMSAALevel)
{
Debug.Log("The current MSAA level is " + QualitySettings.antiAliasing +
", but the recommended MSAA level is " + display.recommendedMSAALevel +
“. Switching to the recommended level.”);

QualitySettings.antiAliasing = display.recommendedMSAALevel; // here it’s being forced to 4, but sonething else is overwriting it. I don’t see many other calls for QualitySettings.antiAliasing.
}

I can see that the script does set the quality settings, but something else every update is setting it back to 0. My MSAA settings on the LWRP are 2x, I’ve tried each setting, I see no difference.

And MSAA does not exist in project settings but on the LWRP Asset.

Anybody have any suggestions?

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Seems like Oculus needs to update their integration to work with LWRP properly.
I had the same problem, IMO the easiest solution is to disable ‘useRecommendedMSAALevel’ on the OVRManager.

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@AzurySimon Thanks!
There are so many little places to hide checkboxes like that! I appreciate the tip!

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I ran into the same problem, and it actually prevented my game from every actually submitting a frame to the display on Quest. The view was just constantly black, with maybe a single frame sneaking through every minute or so. I didn’t have any OVRManager script anywhere in my project though, so I had to add code during initialization that disables this feature via code:

OVRManager.instance.useRecommendedMSAALevel = false;

That fixed it.

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