[GearVR] AA not working with certain textures

It appears some textures do not get the gearvr AA method that used everywhere else. Lines are swimming everywhere :frowning: Occurs often with textures designed for UMG widgets placed in 3D space since they often have lines and text in them.

The UMG widget itself has a few images inside it (where the images are simple textures) - and it renders very noticeably with no AA it for both Masked and Transparent rendered widgets.

Tested on: 4.11 preview 5 (assuming the same on older versions as well)

Let me know if you require any further information!

Hi aussieburger,

Are you able to provide a simple project that shows this issue? At the moment I’m not getting the widget to show up for me. I can spend the time setting it up and troubleshooting that part, but if you have a simple repro project I can test I can get the issue reported without the guess work of setting something up.

If not, that’s OK. It’ll just take a bit longer to debug to see what’s going on on my end.

Thanks.

Hi Tim,

Yes I can provide a sample project within the next 12hrs or so and will attach here.

Cheers,
aussieburger

link text

Hi Tim,
Please find the attached small demo project - it seems I was mistaken about it being related to UMG as it appears to be the texture itself causing the issue - as I also place it on a mesh beside the UMG and see the same swimming lines on the thinner lines and baked text - any ideas why that is?

Hey, I wasn’t able to get your project to open so I just reassembled your assets and everything in a 4.10 that I knew would build. I’m able to see the swimming lines currently, and will see if there is anything that may reduce it, but I’m not sure how likely it would be since I can easily see it in the Oculus Sample that is included with the installation, which is not using UE4. This is noticeable on the Eye icon when loading the sample pretty evidently.

Hi Tim,

Thanks for the reply. FYI: Since 4.11 Preview 6 the problem is no where near as bad! Either it was the Oculus Mobile SDK 1.0 update included in P6 or something else in Preview 6 that seemed to fix it :slight_smile: so in fact this issue can be resolved imo.

Cheers,
aussieburger