Welcome to the Oculus Developer Forums!

Your participation on the forum is subject to the Oculus Code of Conduct.

In general, please be respectful and kind. If you violate the Oculus Code of Conduct, your access to the developer forums may be revoked at the discretion of Oculus staff.

How to achieve antiAliasing in VR (Oculus Rift S and Quest)

My problem is how can I get rid of jagged edges in my scene, especially with UI elements.

HDRP is not supported for oculus quest apk. I have tried the following things but neither solves my problem:

  1. quality setting anti Aliasing set tp 2X multi-sampling
  2. CenterEyeAnchor Camera's rendering path to forward, turn on MSAA.

Here is the script i have attached in the scene:

using UnityEngine;
using UnityEngine.XR;

public class VRRenderScale : MonoBehaviour {
    void Start () {
        XRSettings.eyeTextureResolutionScale = 1.5f;


  • WeitinWeitin Posts: 44
    Brain Burst
    For UI elements, you can try to tweak the CanvasScaler values or play around with the mip maps on your textures
    Wei Tin Yuen, VR Developer  B)
    Toronto, Canada
  • DarkTableDarkTable Posts: 27
    Brain Burst
    edited October 2019
    There are a lot of issues using the Lightweight Render Pipeline (aka Universal Render Pipeline or LWRP) on the Quest, but one thing that definitely works is MSAA. I haven't tried using `eyeTextureResolutionScale`, so I can't guarantee it's compatible with that, but you can get readable UI text.

    (Edit: This pic was taken on a Quest. The scene is using 4x MSAA.)

Sign In or Register to comment.