Doubt with Trilinear/Anisotropic filter in VR mode in Unity / Quality Settings


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    Scott Harper

    Can you provide a more detailed set of repro steps for what you're seeing? In particular, how do you "start rendering in VR mode"? The current plugin does not use Unity's native VR mode, as they have not exposed any way for us to make and maintain plugins which can take advantage of their native VR support. It's possible that by enabling VR there may be aspects which Unity changes.

    We are certainly not making any changes to anisotropic filtering or texture filtering. The value in Headset Overrides is for the buffer which gets rendered to and submitted to our compositor. There should be no change to filtering modes on other textures at all.

    So if you can help clarify, I can better look into what's going on here.

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