Vulkan antialias samples

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Joined: 5月 2017
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Hello.

I was wondering if it would be possible to increase the maximum limit of 8x anti-aliasing (AA) samples for Vulkan in upcoming releases. Currently, the limit is 8x, and on certain dense meshes, the wireframe rendering appears quite poor. 8x and in some dense meshes the wireframe looks horrendous.
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Joined: 11月 2023
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You can try to fall back Open GL viewport to increase the AA samples. Increasing the AA samples with Vulkan can drastically decrease the performances, the gap from x8 to x16 is huge, I'm not sure if that is something they want to implement.
Edited by Victor_Dcp - 昨日 05:08:10
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Joined: 7月 2005
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OpenGL did a lot of sneaky things under the hood, and >8x AA is one of them. No GPUs are actually capable of more than 8 sample multisampling, so to skirt this limitation, GL drivers would simply make the framebuffer bigger (16x AA would be 4x AA with the framebuffer twice the size in each dimension). That mostly worked, though some limits that had fixed pixel sizes, like wide lines or sprite size, would hit their cap sooner by an implicit multiplier added in the driver to account for the difference.

Vulkan doesn't do any of these tricks, so 8x AA is the max, even if you tried to increase it beyond that. We may add supersampling (and subsampling) in future releases, especially for the Flipbook ROP. Supersampling has a much larger impact on performance than multisampling, though.
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