I am Working on a VR Cricket Game, and one of the major issues i have encountered it the far away objects being rendered badly.
I completely understand the concept that since they are far away they are taking less Pixels and hence the flickering issue, which I resolved by compress the image,
Using mipmaps was also not appealing, as that made the visual completely white and blurry,
I want the visibility to be there, the player should feel like they’re in a stadium, As of now i am happy with the current result but my manager does not approve,
I have also tried upscaling, which caused decent fps spikes.
Any other solutions or tips
I also need to worry about FPS, as per your suggestion i turned on smaa, and Postprocessing in the renderpipeline setting, without any volume activated, and The fps is Very very inconsistent.
For something this visually simple it’s a little surprising it impacts performance that much.
Hm, seems it’s GPU utilization spiking… is this also with MSAA enabled?
I’m not too familiar with the limitations of a quest.
I dunno, maybe try Unity 6 and see if STP works better? At least then if there’s a performance impact you can reduce the resolution a bit and it would largely not be noticeable, but you’ll get a bit of performance back.
From a signal processing theory perspective, when sampling rate (resolution) is limited, you will get aliasing (flickering). The only possible solution is to reduce the signal frequency (use mipmap). This is a mathematical fact and is unavoidable.
I’m assuming the stadium is just a texture. Mipmaping should not cause any significant visual degradation. If it is, try playing with mipmap settings and mip bias.
For the quest 2, the only viable AA method is msaa 4x. I’m guessing nothing changed there, more resolution only make post process based AA more expensive, though you might want to doublecheck meta recommendation.