Remove 16× MSAA support due to driver bugs and low performance
In the `master` branch, 16× MSAA caused the entire system to freeze on NVIDIA GPUs. This is likely caused by graphics drivers not actually implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead. On top of that, modern shader complexity makes 16× MSAA very difficult to use while keeping a good framerate. 8× MSAA is hard enough to use as it is.
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9 changed files with 10 additions and 21 deletions
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@ -307,10 +307,7 @@
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<constant name="MSAA_8X" value="3" enum="MSAA">
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Use 8× Multisample Antialiasing. This has a very high performance cost. The difference between 4× and 8× MSAA may not always be visible in real gameplay conditions. Likely unsupported on low-end and older hardware.
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</constant>
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<constant name="MSAA_16X" value="4" enum="MSAA">
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Use 16× Multisample Antialiasing. This has a very high performance cost. The difference between 8× and 16× MSAA may not always be visible in real gameplay conditions. Likely unsupported on medium and low-end hardware.
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</constant>
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<constant name="MSAA_MAX" value="5" enum="MSAA">
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<constant name="MSAA_MAX" value="4" enum="MSAA">
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Represents the size of the [enum MSAA] enum.
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</constant>
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<constant name="SCREEN_SPACE_AA_DISABLED" value="0" enum="ScreenSpaceAA">
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