Open passivestar opened 5 months ago
Apple Silicon GPUs don't support 8× MSAA (due to them ultimately being TBDR mobile GPUs); they only go up to 4×. I'm surprised there's any visual difference between 4× and 8× MSAA due to this.
My guess is that some of the MSAA resolve passes aren't checking the maximum supported MSAA level and are using 8× MSAA even though the general buffer is clamped to 4×.
Potential areas where a call to _ensure_supported_sample_count()
is missing:
https://github.com/godotengine/godot/pull/88199 fixes this issue
Tested versions
v4.2.1.stable.official [b09f793f5]
System information
Godot v4.2.1.stable - macOS 14.2.1 - Vulkan (Forward+) - integrated Apple M1 Max - Apple M1 Max (10 Threads)
Issue description
When using DOF, setting MSAA 3D to 8x is doing something weird:
https://github.com/godotengine/godot/assets/60579014/1b470c60-1f50-4c27-8954-0723ec092604
Steps to reproduce
CameraAttributesPhysical
orCameraAttributesPractical
Minimal reproduction project (MRP)
MRP_MSAA.zip