x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

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:

 if (bUsingMobileOnChipMSAA)
         {
             // TODO: Mali supports 4x with similar hit as 2x, should we do something smarter here? Hard coded to 2 everywhere else
             const uint32 SampleCount = 2;
 ///

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 glFramebufferTextureMultisampleMultiviewOVR which to me implies this path would only execute if I had multiview enabled, which I don't.

I just want to increase the MSAA from 2 to 4.

Does anyone know where in the codebase should I do this?

Product Version: UE 4.14
Tags:
more ▼

asked Dec 23 '16 at 02:36 PM in C++ Programming

avatar image

saldavonschwartz
157 16 19 35

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

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.

  • Jack

more ▼

answered Jan 05 '17 at 11:16 AM

avatar image

JackP STAFF
515 16 6 19

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question