Whats up guys, first time in here.
I’ve been developing a Virtual Reality experience to a local museum where people in VR would have to walk through a corridor and each door has a simple 2D animation (Used Dragon Bones to animate it).
The problem is: all of the illustrations that are animated have a lot of tiny details and thin lines. When using VR (or moving the camera on Unity) those images seem to “flicker”, loosing a lot of its resolution. This issue is happening in both ways (Oculus Go and Unity Software), but when wearing the VR its a lot more noticeable, considering that its rendering capacity is lower than a high performance hardware.
I’ve searched into a lot of VR/Unity forums and all of the information that I have found were outdated (posts from 2014) and not VR focused.
Anyone has any tip or any guess on how may be able to fix it?