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MSAA not working with Quest and URP

sree_g
Honored Guest

I've been struggling the past few days trying to figure out why MSAA shouldn't be working on Oculus Quest when using URP (it works fine in editor though). I've tried different solutions
My current setup
Unity 2020.3.8f1 (64-bit)
URP 10.5.1
OculusIntegration v29

OVRManager:
Use Recommended MSAA off.
Same camera settings as below.

URP Settings.PNG

Camera Settings.PNG

4 REPLIES 4

locksleyu
Honored Guest

Did you ever resolve this? I am having the same issue.

monkeybarrelDev
Explorer

You have to change the camera anti-aliasing to MSAA as well.
I don't remember if Post Processing must be on too, I think not.

Thanks for the response. I tried changing the camera anti-aliasing to MSAA, but that didn't work either. It slows down my FPS but everything is still jaggy.

 

I found this thread: Fixed foveated rendering on Oculus Quest not working | Page 2 - Unity Forum

 

It says a workaround script is running, but I tried that and it doesn't help. Not sure if I added it correctly though. 

 

Did you need a script like that?

Nope, in my case it just works, it drops the fps alot too so I'm just using FXAA for now.
Try updating the integration package maybe?