Comments (6)
Thanks :)
And interesting.
I won't recommend adding any post-process to WebGL.
But when you create the WebGL context, there's "antialias" WebGLContextAttributes.
https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getContextAttributes
I think that by default it's false.
You can check webxr.jspre in the Assets/WebXR/Plugins folder, where we set xrCompatible to true, you can try and add antialias true as well.
Please update if it worked.
Also, which browser did you try?
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Another option that might help you, is setting LayerInit attributes for the XRWebGLLayer.
It has options for antialias and framebufferScaleFactor.
You can check Framebuffer Scaling here:
https://immersive-web.github.io/webxr-samples/framebuffer-scaling.html
In webxr.js, when calling updateRenderState you can add those attributes.
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Cool thanks! Also I was using Firefox.
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Did you tried one of those options? Did it help?
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I tried the first one and it didn't work. I took a look at the second one and the immersive-web link showed no difference on my headset when sliding the bar around... Then I saw https://developer.mozilla.org/en-US/docs/Web/API/XRSession/updateRenderState where it says that Firefox unfortunately doesn't support updateRenderState. (I'm using Firefox with an original Vive- for some reason Chrome XR doesn't work for me) 😢 While I wanted antialiasing I also wanted a bunch of other post-processing effects, so I'm thinking of keeping it closed if it's not recommended. If you find a way though please let me know!
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To run WebXR on Chrome, you'll need to make sure that it isn't running (not even on background on Task Manager), and run it with the commands "--no-sandbox --test-type". You'll might want to set the #webxr-runtime flag in the Chrome flags, to select which headset to use.
I won't recommend post-processing for optimization reasons:
As far as I know, only part of the general Unity post-processing effects are available for VR.
As this is not an official Unity extension, it doesn't have some optimizations that official ones have (e.g. single pass rendering).
Then there's WebGL and post-processing, as WebGL runs slower than native OpenGL equivalent, as it has some overhead for some of the GL calls for security reasons.
BUT you still can try and use some of them. As long as you manage to keep the recommended frame rate for each headset, that's what matters.
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Related Issues (20)
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- Left and Right camera in Quest 2 look like missed allign and VR effect is broken. HOT 10
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