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Antialiasing in Video Texture

Home Forums Bug Reports and Feature Requests Antialiasing in Video Texture

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  • #81532
    Thomas Fabini
    Customer

    Hi guys,

    I am having some issues with a (dynamically loaded) video texture, where a client reported that the content of the video appears jagged when the viewing distance to the video increases.
    The video is loaded to a texture placeholder png which had the Anisotropic Filtering set to 4x in the shader. In 4.8.0 this seemed to work ok, while in 4.9.0 I haven’t been able to see any effect when changing Anisotropic Filtering. The filtering texture in the Shader Editor is in both versions set to ‘Linear’.

    Were there some significant changes to Antialiasing in 4.9.0 compared to 4.8.0?
    Is there a setting I might have overlooked or something I missed?

    Thanks,
    Thomas

    #81536

    Hi Thomas,

    The anisotropic filtering requires texture mipmaps, which in turn are quite heavy to generate each frame. That’s why both are disabled for video textures.

    Strange thing is that you see degradation of quality from 4.8 to 4.9. Have you updated the engine in the app (check the browser console to verify)?

    If you need to improve quality of your renderings try increasing pixel density with set screen scale (try 1.5).

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #81554
    Thomas Fabini
    Customer

    Hi Alexander,

    thank you very much for explaining this.
    The two versions were indeed running 4.8 and 4.9, one wasn’t upgraded and they were showing the respective version number in the console.

    I tried to further investigate the visual differences in between the versions and – as you assumed – came to the conclusion that there isn’t a degradation of quality in between them:
    The placeholder texture was probably set to “repeat” in 4.8 as opposed to “clip” in 4.9.
    This lead in 4.9 to jagged edges around the video frame – but the contents of the video look about the same (as far as I can tell).

    Does Hidpi actually apply to VR projects as well?
    If so – wouldn’t this have a considerable impact on performance and framerate on headsets?

    #81574

    No, HiDPI should be ignored for VR sessions, but rendering on the devices themselves is quite slow because of so many pixels on the screen. So one should optimize the apps carefully.

    Soft8Soft Tech Chief
    X | FB | LinkedIn

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