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.
This commit is contained in:
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user