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Remove 16× MSAA support due to driver bugs and low performance #49063

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merged 1 commit into from
Sep 13, 2021

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@Calinou Calinou commented May 25, 2021

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. If you need to implement a "photo mode" for high quality in-game screenshots, you can combine 2× SSAA with 8× MSAA manually.

On top of that, modern shader complexity makes 16× MSAA very difficult to use while keeping a good framerate. This is especially true when you start using GIProbe or SDFGI. 8× MSAA is hard enough to use as it is, and it's not much of a loss visually compared to 16× MSAA.

In the 3.x branch, there are only minor bugs with 16× MSAA such as #14727, so I think we can keep it there. Shaders are also not as complex in 3.x, so higher MSAA values are more usable in practice.

This closes #37917.

@Calinou Calinou requested review from a team as code owners May 25, 2021 14:29
@Calinou Calinou added this to the 4.0 milestone May 25, 2021
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.
@akien-mga akien-mga merged commit 8ecc571 into godotengine:master Sep 13, 2021
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Thanks!

@Calinou Calinou deleted the remove-16x-msaa branch September 13, 2021 16:00
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Vulkan: Enabling 16× MSAA freezes the editor
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