GearVR stereo cubemap severe aliasing
Hello, I hope someone can help because I have run into a problem with UE4 GearVR rendering.
I have set up UE4 for displaying stereoscopic cubemaps with the GearVR (+Samsung S6). But the result rendered with Unreal Engine is not sharp enough and suffers from severe aliasing of edges in the image. The same cubemaps in Otoy's ORBX viewer render very crisp with no aliasing. I have tried a lot of settings to fix this but nothing has worked (multiple types of anti-aliasing, mipmaps, screenpercentage, etc.).
The stereo cubemaps are converted to .dds via Photoshop and rendered on a sky box with a material that samples the left and right cubemap depending on the screen side. The camera world position is used as UVs.
Does anyone know a fix for this?
Or is this the result from UE4 rendering at a fixed 1024x1024 per eye for the GearVR?
asked Feb 18 '16 at 01:18 PM in VR
What material setup are you using? I'm facing similar issues even with monoscopic 360 images. Did you find any mean to increase the quality and fix the aliasing?
answered Mar 03 '16 at 12:16 AM
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