Working in VR for PC. Using deferred rendering for many reasons. Switching to Forward is not an option. This is not about anti-aliasing.
Since moving to Unity 2017.1, I’ve discovered edges of my models were especially jagged. Upon messing with various anti-aliasing solutions, discovered that that wasn’t the problem. Having fog turned on in the post-processing stack causes this effect. Looks much worse in VR.
Attached an image for observation.