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. 

4.18 + forward rendering + HTC vive - blurry antialiasing

Hi Everybody,

We are actually testing the new version of UE 4.18.

We converted one of our existing VR project and noticed the antialiasing in our HTC Vive changed a lot.

In 4.17, when using forward rendering + MSAA, we have a nice, crisp antialiasing.

In 4.18, with the same scene and same settings the aliasing looks blurry and incorrect.

As an example, it looks the same as when you use defered rendering + Temporal AA with an HTC Vive.

Did someone else has the same problem ? Maybe we missed something ...

Of course we tried to reverse to deferred then reactivate forward rendering among other tests in order to be sure we identify the problem.

Best regards

Product Version: UE 4.18
Tags:
more ▼

asked Oct 31 '17 at 10:47 AM in VR

avatar image

cs2010
26 1 3 6

avatar image liquidpza Oct 31 '17 at 07:01 PM

I'm having the same issues, I'll let you know if I find a solution.

avatar image cs2010 Oct 31 '17 at 07:39 PM

At least I'm not alone ^^ Let's investigate ;)

avatar image unrealaaron Nov 08 '17 at 10:09 AM

I´m having similar problems. It seems to me that the supersampling in SteamVR has no effect on 4.18. When I run the same project on 4.17 the supersampling is applied. Sadly I don't have any solution for this yet.

avatar image cs2010 Nov 08 '17 at 10:32 AM

Very interesting. For short, do you think it has to be corrected by Epic or Steam ? I'm pretty confident if the problem comes from UE, it will be solved in the next update ...

avatar image unrealaaron Nov 08 '17 at 10:47 AM

I don´t know who should fix it. Hopefully it gets done somehow :)

I did try around with the r.screenpercentage command and achieved the same kind of effect. What I don´t know if this has a bigger or smaller performance impact. It seems like it is more costly but maybe I'm imagining.

avatar image darinsmyth Jan 08 '18 at 06:47 PM

Anybody any update on this? I seem to be getting blurryness with Vive and 4.18.2

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

1 answer: sort voted first

I've been using an Execute Console Command in the level blueprint and running an r.screenpercentage 200 command. Of course you can adjust the 200 and find a percentage that works well for you. This seems to be a solid work-around until it's fixed in an update. I hope this works for everyone, good luck in there!

more ▼

answered Jan 08 '18 at 11:51 PM

avatar image

liquidpza
31 4 2

avatar image Alex O ♦♦ STAFF Jan 12 '18 at 08:20 PM

"+1" for this workaround. Sounds like things will be cleared up in 4.19.

https://www.unrealengine.com/en-US/blog/significant-changes-coming-to-vr-resolution-settings-in-4-19

(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