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Question by vicciu5 · Dec 28, 2013 at 08:06 PM · androidanti-aliasing

How to enable Anti Aliasing on Android devices

Hi guys. The problem I am facing is that at the intersection of 2 planes there is like a staricase of pixels. Normally AA would fix this, however enabling AA in the quality setting didn't fix this issue. The strange this is that when I run the game in the editor, AA is enabled. The devices I tested the game on are HTC One S and Nexus 7(2012). Here is a screenshot showing the problem: http://funkyimg.com/i/Exkq.png

Deos anyone know a solution to this problem?

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avatar image larku · Jan 01, 2014 at 08:05 AM 0
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Seems that many are having issues with AA on android with Unity 4.3.x. It works fine on 4.2.

I have a similar question here:

http://answers.unity3d.com/questions/606847/android-anti-aliasing-broken-with-unity-430-432-bu.html

avatar image vicciu5 · Jan 01, 2014 at 10:09 AM 0
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Thanks a lot. I guess I'll just continue my project and wait for a new update that will fix the issue

avatar image larku · Jan 02, 2014 at 11:19 AM 0
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Unity have responded to a bug report and have reproduced this issue and are assigning it to a dev now - so this should be resolved soon (I assume).

avatar image larku · Jan 02, 2014 at 02:05 PM 0
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You may want to vote on this bug to help get this fixed quicker: http://issuetracker.unity3d.com/issues/anti-aliasing-does-not-work-on-android-devices

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Answer by larku · May 29, 2014 at 05:22 AM

An update on this issue. Unity provided this response:

Our developer has investigated this issue and came to the following conclusion:

"This issue is device specific. That particular device/gpu mali 400 doesn't support anti aliasing when using a 24bit frame buffer. And as of Unity 4.3 we use a non-alpha enabled frame buffer by default since the android hw compositor has problems handling direct frame buffers with alpha."

So this issue will not be fixed. *

*emphasis mine.

This is a very disappointing outcome and a significant show stopper for using Unity for Android development.

I think Unity should not ignore this issue and look for a better solution than 'no AA'. No AA maybe acceptable on high density screens, it is absolutely necessary for lower density screens (think tablets). My current game looks beautiful with AA and absolutely awful without.

If this issue effects you, please be vocal to Unity as we need to raise the priority on this issue.

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avatar image Graham-Dunnett ♦♦ · May 29, 2014 at 11:24 AM 0
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Can you choose a 32-bit RGBA frame buffer for these $$anonymous$$ali 400 GPUs? If you can does that solve the AA problem?

avatar image larku · May 30, 2014 at 01:55 PM 0
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Hey Graham, thanks for your comment - but how would I do that?

avatar image screenname_taken · May 30, 2014 at 02:02 PM 0
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It's in the build settings. Under "Resolution and presentation". There's a tick box for 32bit frame buffer.

avatar image larku · May 30, 2014 at 02:10 PM 0
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Ah yes! it's labelled "Display Buffer" (I didn't realise these were interchangeable terms :) ).

It's actually the opposite. If I check "Use 32-bit display buffer" then I get no AA. If I uncheck it I get AA (awesome) but now I have colour banding. So it seems I get to choose between the two evils, AA with colour banding or no AA with nice gradients.

avatar image screenname_taken · May 30, 2014 at 02:25 PM 0
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No AA and color. At least that's how i would go. And perhaps add an options button or a check in your code, that would enable AA if the GPU is not a mali one.

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