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Enabling default rendering pipeline causes minor flickering when in VR #3754

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TrevorDev opened this issue Feb 13, 2018 · 1 comment
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@TrevorDev TrevorDev self-assigned this Feb 13, 2018
@deltakosh deltakosh added this to the 3.2 milestone Feb 13, 2018
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TrevorDev commented Feb 20, 2018

Investigation:
By default webgl native anti-aliasing is turned on for rendering. When a post process is added, this anti aliasing will not be applied as post process uses textures and anti-aliasing is only supported on render buffers in webGL 1.0. In WebGL 2.0 anti-aliasing can be turned on by setting the the following on the first post process. PostProcess.samples = 4; which I will add to the default pipeline.

Edge currently does not fully support WebGL 2.0 so this is why enabling default pipeline will result in a lack of anti-aliasing causing the flickers, The fxaa post process will improve the quality but not to the same level of webgl's anti aliasing. I noticed there currently is a resize being done in textures for each eye so I will try to avoid this which add another minor perf/quality improvement.

Work items:

  • Add postprocess.samples = 4 in default pipeline
  • Avoid texture resize when rendering each eye with post processes
  • Update cache of webVR camera prior to calculating viewMatrix of each eye camera

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