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.
#How to fix this render(?) issue?
1 messages · Page 1 of 1 (latest)
It looks like aliasing. Have you checked out https://docs.godotengine.org/en/latest/tutorials/3d/3d_antialiasing.html ?
Godot Engine documentation
Introduction: Due to their limited resolution, scenes rendered in 3D can exhibit aliasing artifacts. These artifacts commonly manifest as a "staircase" effect on surface edges (edge aliasing) and a...
i haven't checked this one out. i've heard some of these but i haven't yet understand it that much
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
oh i see i see. i tried messing around the anti aliasing and got nothing so far lmao
What's your rendering backend ? Forward +, Legacy, Mobile ?
right now, its mobile
I've no further idea. You might tell here if you found a solution. Knowing the renderer might help any future reader. Good luck🤞
alright thanks 🙏
just wondering if objects made from blender can make this issue?
There is no reason to think so. You might try to use primitive shapes to convince yourself. If they have the same problem, definitely not Blender's error
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