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Question by Astiolo · Oct 21, 2015 at 09:06 AM · oculus riftantialiasing

Antialiasing with built in VR enabled and no headset

I've got a game that I want to be playable with or without a VR headset. I'm using the inbuilt VR compatibility with Unity 5 and I've just updated to the latest version of Unity (5.2.1f1) but I can't get anti-aliasing to work when there is no headset present.

I don't think my code is doing anything to disable the anti-aliasing and when I uncheck the VR check-box in the player settings then it works correctly. I assume it's being disabled due to either compatibility or performance issues in VR mode but Is there something I can do to make the anti-aliasing work properly when no headset is detected?

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Answer by Astiolo · Mar 17, 2017 at 01:23 AM

This was just a bug with Unity at the time.

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Answer by soleron · Aug 26, 2018 at 12:42 PM

This is still a problem, even with a headset. Banding and jagged edges. Temporal is shaky, SMAA ineffective and the FXAA causing tons of ugly banding. :(

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