07-16-2021 09:42 PM
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.
09-23-2021 12:29 PM
Did you ever resolve this? I am having the same issue.
09-23-2021 12:35 PM
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.
09-23-2021 01:00 PM
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?
09-23-2021 01:15 PM
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?