Rough edges at 1920 x 1024 resolution. is this normal ?

Hi All, I was wondering if the rough edges / verts at this high res was normal. i’ve got anti-aliasing on 8x. is there a render seting that can smooth out these edges or some other component ? can low res textures (or poorly painted maps ) be some or all of the problem ?

Try going to the Quality Settings and set them to Fantastic, but it will require some power. Also it could be the Texture Importer, yea mip maps are great for optimazation but if you are willing you can take them out to sharpen the texture look but I doubt this is the problem. It’s more likely that there is different resolution that the game is rendered to output compared to your sceen resolution.

Doesn’t seem like AA is active at all, you should get pretty good results with 8x. Though it’s the same as login4donald said, check your quality settings and make sure the correct are applied.

thanks for the help, cheers

What uses 1920 x 1024?

even when in quality stteings and change the name to fantastic or level 5 the green highlighted checked boxes don’t move. is that the limit of my gpu or something ? am i suppose to press a key to move the green highlight ?

sorry i mean’t 1920 x 1080

What resolution is your screen and what resolution is your game? The differences such as these can cause rough pixels due to different aspect ratios and what have you

my screen res is 1920 x 1080. my stand alone setting is the same

Are you using Forward or Deferred rendering, if Deferred then you wont get any FSAA and will need to add an image effect to get AA.

was i suppose to re-scale my 3ds max objects after importing into my scene ? i thought it odd how the character controller wireframe said it was 2 mtrs yet going by my object scale it would of been closer to 4 or 5 mtrs. could that be it ?

so correct me if i’m wrong - 1) to turn on AA i need to revert back to forward rendering meaning i loss my realtime shadows. 2) to fix this problem i would then need to texture bake my shadows and lights and only then after this i could include AA ? does this flow sound right ?

Using forward rendering doesn’t mean losing realtime shadows.

–Eric