Questions tagged [multisampling]

The tag has no usage guidance.

Filter by
Sorted by
Tagged with
0 votes
1 answer
42 views

Drawing multiple simulation ticks in a single render frame

I have a 2D fixed-timestep simulation (a bunch of moving sprites) that ticks several times per render frame. I would like to render the state of each tick, so that all the ticks between render frames ...
Raigan Burns's user avatar
1 vote
1 answer
286 views

Update DXGI swapchain sample count without recreating swapchain in full-screen mode

I'm implementing the ability to tweak graphics settings in my application at runtime (resolution, refresh rate, v-sync, multisampling). It is possible to update the resolution, format and refresh rate ...
Abrar Borno's user avatar
0 votes
1 answer
572 views

Why does Unity heavily blur edges of a single cube despite 8x antialisaing

I was messing around a random project and everything was working perfectly, when all of a sudden jagged edges appeared on all objects. I've been trying to resolve this issue for the past two dails, ...
AnimaVivens's user avatar
0 votes
1 answer
853 views

Is there a maximum value of sample for Anti Aliasing in Unity?

In Quality settings, there is Antialiasing option with 2~8x sample range. I can change the sample by script like this: QualitySettings.antiAliasing = myAAValue; ...
modernator's user avatar
  • 1,213
3 votes
2 answers
1k views

DX11 swap chain is 1 frame behind when presenting to screen and using multisampling

After adding multisampling to a DirectX 11 project, I noticed that the screen was no longer updating when calling IDXGISwapChain ::Present. Further testing showed ...
Jason Tyler's user avatar
4 votes
1 answer
2k views

Mix multisample and non multisample rendering in Directx11

is there a way to mix multisample and non multisample rendering in Directx11? It seems that when I create a multisampled render target I always get a multisampled rendering, regardless of the value of ...
devdept2's user avatar
0 votes
2 answers
165 views

Taking fixed direction on hemisphere and project to normal (openGL)

I am trying to perform sampling using hemisphere around a surface normal. I want to experiment with fixed directions (and maybe jitter slightly between frames). So I have those directions: ...
Maik Xhani's user avatar
2 votes
0 answers
101 views

Multisampling Gamma Correction Problem

I have multisampled rendertarget where I use red channel as stencil data, but the problem is I get incorrect results around borders if "Antialiasing - Gamma Correction" is set to on in Nvidia Control ...
zigzag's user avatar
  • 227
0 votes
1 answer
1k views

How can I check the multisample quality level count?

I can check it with ID3D11Device::CheckMultisampleQualityLevels(). So to use it I need to create the device: ...
NPS's user avatar
  • 2,314