just a little info on who's talking: I am working in 3D scanning, 3D printing and to a certain amount in 3D visualization. The goal is an Oculus simulation for a museum, which I never did before. Our VR guy left the team and so we had to hire someone to create an environment in Unity. I already posted this in PC development before, because I thought, my problem a hardware one. I'd like to hear you Unity developers this time. So I was creating geometry in 3ds max, exported it and the hired developer put it together, created lighting and collisions and everything needed.
Now finally the problem. There are several historical buildings in the simulation and they are more or less detailed. There are columns, pilasters with vertical fluting and a broad stairway entrance for example. Depending on the viewing distance and angle these details basically look like many parallel lines and those are causing a moire effect. Unfortunately this interference pattern is not static but depending on the player's movement. Therefore it is flickering or looking like raining down which is very disturbing. Here is a phone-made video of what's going on on the screen
I have tried changing the graphics card settings for antialiasing and whatever I can find there, but neither on the computer monitor nor in the Oculus I can spot a difference, which makes me wonder. I do like experimenting with values, but without a visible result, I'm desperate. I accept, that there are no changes in the Oculus if my settings (although they are global) only affect the computer monitor. Since I am not sure, I would like to know, if the Oculus is actually connected to the Nvidia settings or not. It does not appear in the Nvidia or Windows display overview, which is a hint. If this fact would be clear, my next fear is that this is not coming from anti aliasing at all. I also tried downsampling (playing around with physical and theoretical resolution) but that didn't work.
I am a total noob but I do know that current games mostly don't suffer from such flickering effects. How do they solve this? Should I look into the computer and graphics card settings, the settings in the Oculus Configutation Utility or is the Unity development a place to make some changes? I have no clue so I hope, you guys have an idea. If I can provide information to help you help me, please tell me.
Windows 7, 64 bit, 16GB RAM, CPU i5 4690 3.5 Ghz
Nvidia GeForce GTX 970, latest driver
Oculus DK2, Firmware 2.12, Oculus Configuration Utility Version 1.1 (SDK 0.8.0.0)
Last weekend, the Unity developer tried different things:
- deactivating edge detection
- shadow settings (type, angle, bias)
- renderer settings
- camera settings
- light settings
- bake (light, occlusion)
- material settings
But the flickering stays. The effect is alreay visible on screen, not in the glasses only. THe developer is trying geometry export/import settings