I’ve created a 3D environment for my VR app using Unity assets, but when you run the app in the headset, there is massive amounts of pixelation. When I use anti-aliasing, performance drops massively, so I’m looking for an alternative. Should I start from scratch with the environment and create the 3D assets myself? What do I need to think about to reduce the need for anti-aliasing?
Realistically, at the typical VR resolution, you’ll have a lot of aliasing no matter what if you’re not using any AA or tons of supersampling. What makes it worse are lots of straight edges. If the object has a lot of intricate details using geometry, it’ll also look very jagged at a distance. You should use LOD to make the geometry less complex as you move away. Same with textures. Generally, it’ll take a lot of work.
I’ve noticed similar issues in my projects. Have you tried optimizing your textures or using simpler models?
Have you considered using shaders to smooth out edges instead? Sometimes that can help with the pixelation without heavy AA.
You might want to look into using mipmaps for your textures. They can help improve rendering performance and reduce aliasing effects.
If you’re still struggling, switching to Unreal Engine might be a good option. It has tools like Nanite that can help manage detail without sacrificing performance.