Search Issue Tracker
Won't Fix
Votes
1
Found in
2021.3.19f1
2022.2.11f1
Issue ID
UUM-32116
Regression
No
MSAA is not applied on Quest 2 using Built-In Render Pipeline and Vulkan
Steps to reproduce:
1. Open the attached project "QuestMSAABug.zip"
2. Notice there is only one Quality Level and Anti Aliasing is set to 4x.
3. Build and run the project on a Quest 2 device
4. Notice no MSAA is applied, but the panel and debug log will state MSAA is set to 4x.
5. Now change the Anti Aliasing in the Quality settings to disabled.
6. Rebuild the project and run it again on a Quest 2 device
7. Notice there is no visual difference to the previous build.
Expected results: MSAA is applied on Quest 2 using Built-In Render Pipeline
Actual Results: MSAA is not applied on Quest 2 using Built-In Render Pipeline
Reproducible on: 2021.3.19f1, 2022.2.11f1.
Notes:
-The Quality MSAA/Antialiasing settings is not applied on Quest 2 using the Built-In Render Pipeline.
The API reports the set value, though the image is heavily jagged, and the underlying render target texture has a sample count of 1. Moreover, there is no visual difference when MSAA is set to Disabled.
OpenXR setting Depth Submission Mode set to 16 bit or 24 bit instead of disabled using Vulkan seemed to cause this issue
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- GetCurrentAnimatorClipInfoCount() and GetNextAnimatorClipInfoCount() return 0 when animator is in transition
- GPU utilization increases by 20% on Meta Quest headsets when Render Graph is enabled on 6000.0.16f1 and higher
- Value on Slider (Int) control in UI Builder displays as default when saving UI Document
- Color mismatch in UI Builders Library panel when the Editors theme is set to Light Mode
- [Android ] "AndroidJNI.ToBooleanArray" returns a random non-zero value instead of "IntPtr.Zero" when the method argument is null
Resolution Note:
Thank you for reporting a bug to Unity.
We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.
Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.