How can I change the MSAA sample count for GearVR?
After a long discussion in the Oculus forums
I was told that the current way to change the MSAA sample count for GearVR is to modify OpenGLRenderTarget.cpp: line 154:
But in my tests, the codepath starting at line 134 is not even executed when running on my device (Samsung Galaxy S6). I tested this by adding a few logs starting at line 135, recompiling the engine, packaging for Android ETC2 and deploying to the device.
What's more, line 157 is
I just want to increase the MSAA from 2 to 4.
Does anyone know where in the codebase should I do this?
You need to change the 2's in the calls to glFramebufferTexture2DMultisampleEXT and glRenderbufferStorageMultisampleEXT in that same file for the non-multiview case.
For 4.15 I've cleaned this code up so that Android will use the same r.MobileMSAA=1, 2 or 4 etc console variable we use on iOS and the r.OnChipMSAA console variable will go away.
answered Jan 05 '17 at 11:16 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here