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Question by MichaelSadowitzHBO · Apr 21, 2016 at 04:46 AM · shadersmobileoculusmovietexturealiased

Please help with anti-aliasing on GearVR

Hi, I'm on a research and development team at HBO working on some virtual reality projects using Unity in conjunction with the Oculus Utilities packages and Android SDK for building mobile applications on a Samsung Galaxy s6+ for GearVR.

During playback on the phone, we notice a lot of aliasing, and are wondering 1) what could be causing the aliasing, and 2) how we might be able to correct or circumvent the issue?

We have already adjusted the project settings to the max anti-aliasing option, and nothing seems to have improved.

Also, since Unity does not allow movie-texture playback on mobile devices, we needed to write a script to cycle through an array of image-textures for every frame in the video clip. Having multiple surfaces cycling through over a thousand frames for each respective image sequence, seemed to build fine but would not load or play upon opening the app on the phone. We reduced the image sizes significantly and trimmed each clip to only 100 frames. Now the application plays perfectly. Is there a better way to ease the load on Unity, and still maintain the full video clip lengths without sacrificing too much quality?

Any guidance here would be extremely helpful-- both for the image sequences and the aliasing issues.

Thank you!

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