Question for #UnrealEngine #VR devs: MSAA looks TERRIBLE on mobile VR. Is there any way to fix this? I've tried cranking it up to 8x, and it still looks pretty bad. I've also tried enabling MobileHDR so I can use TAA or FXAA, but those seem to break the mobile stereo renderer (at least on the mobile VR platform I'm developing on. I've seen a post indicating TAA works on Quest).
@DKesserich MSAA looked really smooth when I used it 2 years ago on a Quest 2 project (this was a Unity project, but MSAA is done in hardware). It was easy to break though, you may want to check it is actually active using RenderDoc. IIRC the render buffer has MSAA in its type specifier or something when it's working.