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7. SSAA and VR

Sunfall-Andrw edited this page Jan 16, 2022 · 5 revisions

Supersampling Base Settings

The settings of the SSAA for VR are identical in every aspect to the regular SSAA component settings, the only difference between the components being in the Screenshot and Misc tabs.

Due to the implementation of VR compatibility, the screenshot module is unavailable in VR Mode. Not only the inspector tab regarding the screenshot module is disabled, but also the code API.

In order to run VR on HDRP and URP, use the SupersamplingVR component rather than SupersamplingHDRP or supersamplingURP!

Recommended settings for best VR performance

Below are some settings that we experimented with and we currently consider optimal in terms of both performance and image quality. (Single Pass rendering is highly recommended for better performance when using Super Sampling on VR)

  • SSAA 2X + FSSAA post processing AA.
  • Resolution scale 120% - 150% + FSSAA post processing AA.

However those are just some guidelines. Hardware performance, especially the GPU performance pays a big role when it comes to SSAA and VR, so the performance for the recommended settings may vary from system to system: some lower end systems might struggle to run it at acceptable frame rate, while high end systems might actually run great even at higher SSAA settings.

Notes

Important Note 1: Currently tested devices are Oculus Rift and HTC Vive, which should work on both single pass and multi pass rendering techniques, regardless of the VR SDK choice.

Important Note 2: Sunfall Supersampling is not optimized for mobile VR (Smartphones or Oculus Quest. While the base system might work, performance might not be ideal)

Important Note 3: By design, SunfallSupersampling_VR affects the resolution scale of all the cameras in the scene. This is a drawback of using the VR device api that is available directly from Unity3D.