#How to fix this render(?) issue?

1 messages · Page 1 of 1 (latest)

paper tulip
#

trying to make an android vr game with limiting budget in hardware (reason why there's "two" images. when I try to run this in my phone and in godot, it shows these crooked edges in all of the objects. when i made these objects in blender, it was fine. I tried to look around the net for a solution and trial and error of changing the settings but none have still work.

fallen goblet
paper tulip
fallen goblet
#

It's a simple idea 🙂 Lines have an unpleasant result when drawn with pixels naively. To make it easier on the eye, we cheat a bit by blurring the edges. Ideally, you'd have more pixels so that it's not noticeable, but you can only go so high res and perhaps your player insists on staying in 720p

paper tulip
fallen goblet
#

What's your rendering backend ? Forward +, Legacy, Mobile ?

paper tulip
fallen goblet
#

I've no further idea. You might tell here if you found a solution. Knowing the renderer might help any future reader. Good luck🤞

paper tulip
#

just wondering if objects made from blender can make this issue?

fallen goblet
wide valley
# paper tulip right now, its mobile

try going to project settings - rendering - environment - anti aliasing and adjusting the msaa 3d or screen space aa parameter. msaa is more resource-intensive than fxaa (currently the only option in screen space aa), and fxaa anti-aliases more (msaa only anti-aliases their edges), but fxaa may make the image blurrier especially on lower resolutions. both msaa and fxaa are supported on mobile (compatibility only supports msaa)

#

iirc the way msaa works, simply speaking, is by rendering the image at a higher resolution, but only at the edges. it's much faster than just rendering the image at a higher resolution, but it still takes up a bunch of resources