I don't know if it is me being hyper critical or if it is true. Has anyone noticed an increase in aliasing and jaggies using the 1.3 runtime in Unity with the DK2? I know that the runtime is met for CV1 but many of us, maybe even most of us, will still need to use the DK2 for development and client presentations and I just want to know if you notice a quality difference between 0.8 and 1.3 on the DK2... or is it really just me?
What content are you comparing? DK2 should look at least as good as 0.8. Antialiasing, texture filtering, and sRGB all work the same as before, at least in terms of the eye buffers.
vrdaveb, I am looking at just a regular default cube set on a plane. It appears to me that all the edges are "running". You know kind of jumpy. I even installed the Oculus Utilities Package and looked at the sample scenes and I noticed the jaggie edges in those examples. Again I am not saying I am right I could just have lost my mind but it does seem more noticeable.
We did increase the luminance slightly at the lowest levels to make the gamma response more correct. However, that wouldn't make aliasing any worse. It would help if you could provide screenshots of the problem.
Just ported one of my apps over to 1.3 and tried it out on DK2 (CV1 ordered). Gotta say it looks the best it has ever looked. I don't see the aliasing problem at all. I always thought something was a little off with gamma, and now it looks perfect. Also loving ATW and the "wait" screen for when the app takes too long to do something (like load a large prefab or level (even in async load)). Well done Oculus!
I am in no means a professional modeler and I am just learning lighting a scene (I am a coder mostly) so it is more than likely something I have done but thank you for the feedback. I am reaching out to some of my more experienced friends to see what I have done wrong. Thank you again.