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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-05-25 16:25:10 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-08-25 07:56:27 +0200
commit7192852da35e6d980a37953f9fa8c836568450ef (patch)
treeddee7a05213832e1f9132fab9c7242259e7af83d /doc/classes
parent24f562bd1e1ea5b7b4a5d2371729b97984bee460 (diff)
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 'doc/classes')
-rw-r--r--doc/classes/RenderingServer.xml13
-rw-r--r--doc/classes/Viewport.xml5
2 files changed, 6 insertions, 12 deletions
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index df8bfb7e34..1cba71aed5 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -3788,21 +3788,18 @@
<constant name="VIEWPORT_SDF_SCALE_MAX" value="3" enum="ViewportSDFScale">
</constant>
<constant name="VIEWPORT_MSAA_DISABLED" value="0" enum="ViewportMSAA">
- Multisample antialiasing is disabled.
+ Multisample antialiasing for 3D is disabled. This is the default value, and also the fastest setting.
</constant>
<constant name="VIEWPORT_MSAA_2X" value="1" enum="ViewportMSAA">
- Multisample antialiasing uses 2 samples per pixel.
+ Multisample antialiasing uses 2 samples per pixel for 3D. This has a moderate impact on performance.
</constant>
<constant name="VIEWPORT_MSAA_4X" value="2" enum="ViewportMSAA">
- Multisample antialiasing uses 4 samples per pixel.
+ Multisample antialiasing uses 4 samples per pixel for 3D. This has a high impact on performance.
</constant>
<constant name="VIEWPORT_MSAA_8X" value="3" enum="ViewportMSAA">
- Multisample antialiasing uses 8 samples per pixel.
+ Multisample antialiasing uses 8 samples per pixel for 3D. This has a very high impact on performance. Likely unsupported on low-end and older hardware.
</constant>
- <constant name="VIEWPORT_MSAA_16X" value="4" enum="ViewportMSAA">
- Multisample antialiasing uses 16 samples per pixel.
- </constant>
- <constant name="VIEWPORT_MSAA_MAX" value="5" enum="ViewportMSAA">
+ <constant name="VIEWPORT_MSAA_MAX" value="4" enum="ViewportMSAA">
</constant>
<constant name="VIEWPORT_SCREEN_SPACE_AA_DISABLED" value="0" enum="ViewportScreenSpaceAA">
</constant>
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 2478b71b6a..c79ad2bb32 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -307,10 +307,7 @@
<constant name="MSAA_8X" value="3" enum="MSAA">
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.
</constant>
- <constant name="MSAA_16X" value="4" enum="MSAA">
- 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.
- </constant>
- <constant name="MSAA_MAX" value="5" enum="MSAA">
+ <constant name="MSAA_MAX" value="4" enum="MSAA">
Represents the size of the [enum MSAA] enum.
</constant>
<constant name="SCREEN_SPACE_AA_DISABLED" value="0" enum="ScreenSpaceAA">