[GearVR] Media Texture Aliasing/Filtering Problem
we got severe problems using the new and "old" media player engine on the Galaxy S7 Mali-T8 UE 4.12 and 4.13. On Galaxy S6 Mali-T7 and 4.10/4.11 everything looks way better!!??
We key the video in realtime - here is the result with the basic 30fps video from unreal in the editor ( probably because of aa:
This is how it looks in the gear vr - it feels like the texture filtering is not available on media textures..
( it looks way worse inside the gear )
Anybody got ideas? We tried different file formats - sizes and fps. It looks the same with unlit/opaque/non-transparent. Textures just look bad. We also tried the r.ContentScaleFactor=0 command with no effect.
4.13 has the same problems.
Thanks for any help
Here are two ways this problem can be fixed. 1. Scale your video textures manually(multiple video files) according to the distance if possible, there are no mip maps. 2. For the corners we need a feature called alpha 2 coverage for masked, translucent works if you have respected point 1.
A2C is still missing as of now, so anything that is set to masked will alias.
answered Jan 07 '19 at 11:25 AM
I find it's handy to output "Get Viewport Size" to be sure that everything is being rendered at the resolution you expect for your device. And if it's not rendering correctly increase r.MobileContentScaleFactor until it does work.
Personally I haven't found r.MobileContentScaleFactor = 0 to work either.
Also you could use r.MobileOnChipMSAA = 1 to force MSAA on the mobile device and may help if the performance doesn't take too much of a hit.
answered Sep 02 '16 at 08:23 PM
Try this. Open your material and click on the Texture Sample node. In details, change Sampler Source to "From texture asset".
answered Sep 02 '16 at 09:40 PM
Chris Babcock STAFF
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