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MSAA for Oculus Quest using URP
Hello, I'm currently using Unity 2019.4.1f1 and the Universal Render Pipeline to develop for the Oculus Quest. I have a scene that runs at 72 FPS with MSAA disabled, but when I turn MSAA on at 2x, it drops frame rates to about 43 FPS. I've read that MSAA doesn't cost that much on mobile, and Oculus also recommends setting the MSAA at 4x, so I was wondering if I was setting up/configuring MSAA wrong. Does anyone have any tips or advice with this? Thanks in advance!
Answer by sandstedt · Aug 16, 2021 at 02:59 PM
@tinyelephant28 Remember if you got any more info on this? Also get's a huge spike in GPU usage while using MSAA at 4x on my Quest 2.
@sandstedt no, unfortunately I didn't really get more info and we decided to circle back to this later. I did ask on reddit and got an answer: https://www.reddit.com/r/Unity3D/comments/ilds2b/msaa_for_oculus_quest_using_urp/g3rh3ef/?context=3. Maybe it's helpful? Good luck and I hope you'll update if you find more info/an answer to this!
I see. Will digg through with RenderDoc and the profiler to see if I find something. Thanks anyway!
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