Hello,
We’re getting terrible results on our text with DLSS and TAA in VR. We love the look overall of both solutions, but not for text.
I heard through a grapevine that it might be possible in HDRP to use Custom Passes to utilize multiple types of antialiasing on a single camera. For example, distant objects would utilize DLSS or TAA, whereas UI or closeup objects would utilize another more appropriate AA method. Has anyone tried this before? Would we have to modify our shaders to do this?
If anyone has anyone else has any tips or tricks for additional methods of keeping world-space text clear in VR while also taming sizzling on far objects, definitely feel free to share. We’re using the Deferred renderer, so MSAA is not an option.
Cheers,
Andy