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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-05-25 16:25:10 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-08-25 07:56:27 +0200 |
commit | 7192852da35e6d980a37953f9fa8c836568450ef (patch) | |
tree | ddee7a05213832e1f9132fab9c7242259e7af83d /scene/main/scene_tree.cpp | |
parent | 24f562bd1e1ea5b7b4a5d2371729b97984bee460 (diff) | |
download | redot-engine-7192852da35e6d980a37953f9fa8c836568450ef.tar.gz |
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.
Diffstat (limited to 'scene/main/scene_tree.cpp')
-rw-r--r-- | scene/main/scene_tree.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp index 8260d0dff5..ca63365422 100644 --- a/scene/main/scene_tree.cpp +++ b/scene/main/scene_tree.cpp @@ -1346,7 +1346,7 @@ SceneTree::SceneTree() { current_scene = nullptr; const int msaa_mode = GLOBAL_DEF("rendering/anti_aliasing/quality/msaa", 0); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/quality/msaa", PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Fast),4× (Average),8× (Slow),16× (Slower)"))); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/quality/msaa", PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Average),4× (Slow),8× (Slowest)"))); root->set_msaa(Viewport::MSAA(msaa_mode)); const int ssaa_mode = GLOBAL_DEF("rendering/anti_aliasing/quality/screen_space_aa", 0); |