godot/servers/rendering/renderer_rd/forward_clustered
Hugo Locurcio 7192852da3
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.
2021-08-25 07:56:27 +02:00
..
render_forward_clustered.cpp Remove 16× MSAA support due to driver bugs and low performance 2021-08-25 07:56:27 +02:00
render_forward_clustered.h Use subpasses to do 3D rendering and resolve in mobile renderer 2021-08-06 23:43:26 +10:00
scene_shader_forward_clustered.cpp Makes a clear error message if shader compilation failed 2021-08-16 11:25:20 +03:00
scene_shader_forward_clustered.h Implement more rendering options as specialization constants 2021-07-19 21:51:29 -03:00
SCsub Move clustered renderer functionality 2021-04-05 23:11:38 +10:00