From 7192852da35e6d980a37953f9fa8c836568450ef Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Tue, 25 May 2021 16:25:10 +0200 Subject: =?UTF-8?q?Remove=2016=C3=97=20MSAA=20support=20due=20to=20driver?= =?UTF-8?q?=20bugs=20and=20low=20performance?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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. --- servers/rendering_server.cpp | 1 - 1 file changed, 1 deletion(-) (limited to 'servers/rendering_server.cpp') diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 222ea9e622..512b459c85 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -2210,7 +2210,6 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(VIEWPORT_MSAA_2X); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_4X); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_8X); - BIND_ENUM_CONSTANT(VIEWPORT_MSAA_16X); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_MAX); BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_DISABLED); -- cgit v1.2.3