![]() ![]() So not sure where else the 2 might be hardcoded. The MSAA sample count however, appears to be hardcoded to 2 somewhere else in the engine source.Īfter a long discussion in the Oculus forums I was told I could change the sample count (to have MSAA x4 for instance) at line 152: `// TODO: Mali supports 4x with similar hit as 2x, should we do something smarter here? Hard coded to 2 everywhere elseīut this codepath is not being executed when running on the device. ![]() Since the else branch in this codepath would otherwise create a non multisampled FBO. You can also add a log (and recompile the engine) at OpenGLRenderTarget.cpp: line 201. LogHMD: Enabling r.MobileOnChipMSAA, previous value 0 The ARM Mali 400 MP (used in the SGS2) can even do 4xMSAA at no performance. Most apps don't enable MSAA themselves at all. Available options are automatic (the app decides), 4x, and 16x. You can check when running on the device in the logcat by searching for: MSAA (MultiSample Anti-Aliasing) (per-app only) Enabling MSAA drastically improves image quality at the cost of performance. HTC Vive and Rift).Īs to how to check that MSAA is indeed enabled: The Forward renderer in 4.14 has nothing to do with mobile. ![]()
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