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. --- doc/classes/RenderingServer.xml | 13 +++++-------- doc/classes/Viewport.xml | 5 +---- 2 files changed, 6 insertions(+), 12 deletions(-) (limited to 'doc') 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 @@ - Multisample antialiasing is disabled. + Multisample antialiasing for 3D is disabled. This is the default value, and also the fastest setting. - Multisample antialiasing uses 2 samples per pixel. + Multisample antialiasing uses 2 samples per pixel for 3D. This has a moderate impact on performance. - Multisample antialiasing uses 4 samples per pixel. + Multisample antialiasing uses 4 samples per pixel for 3D. This has a high impact on performance. - 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. - - Multisample antialiasing uses 16 samples per pixel. - - + 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 @@ 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. - - 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. - - + Represents the size of the [enum MSAA] enum. -- cgit v1.2.3