4.18 + forward rendering + HTC vive - blurry antialiasing
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.
asked Oct 31 '17 at 10:47 AM in VR
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!
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