Hey hey everyone! =) I’m running into a pretty specific issue, and I’m wondering if anyone here has faced something similar or might have an idea on how to fix it. Setup- Engine version: custom Unreal Engine 4.27 branch based on the Oculus branch- Project: VR (PC, not mobile)- Renderer: Forward Renderer- Antialiasing: MSAA…
Never played with any VR stuff, & just posting cause i want to add in my thoughts on possible solutions.(trying to help) i forget what its called atm, but the only way to describe it is, you know when things are only rendered by the view distance of the player, like how things behind the player won't be rendered, that…
Thanks for the reply! Unfortunately I can't use depth because it creates an outline around each blade of grass, which I don't want, and the stencil is buggy in stereo rendering on 4.27 so I can't mask it properly. That's why I set up the system to render the world normally, which allows me to avoid outlines on the grass or…
TAA is really icky in VR in my experience so you want to avoid that. SSAA should be stable but that will surely cost more? (tbf maybe they solved the TAA thing - ive not done unreal VR since the PS VR launch whih i think was 4.7)
that's a big ask - I have no idea how you'd stabilise stuff at distance - it's inherently not right?. Have you tried something along the lines of the difference of gaussians ? not sure it'd be controllable enough, stable over time or performant but it looks pretty good and will probably work pretty well on depth. acerola…