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Add 16x and 32x multisampling support to Vulkan (MSAA x16, x32) #1179

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skaladi-n opened this issue Jan 22, 2025 · 6 comments
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Add 16x and 32x multisampling support to Vulkan (MSAA x16, x32) #1179

skaladi-n opened this issue Jan 22, 2025 · 6 comments

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@skaladi-n
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Good afternoon.
Please consider adding features to support MSAA modes with x16, x32 sampling. The current support is Vulkan® 1.3, Vulkan® 1.4 will be released soon; and this version supports the maximum selection of MSAAx8 according to the specification: https://docs.vulkan.org/tutorial/latest/10_Multisampling.html
It is known that some applications and games, including older ones, need certain texture filtering when running on Vulkan. And to achieve a high-quality visual range in texture processing and filtering, MSAAx8 may not be enough for a high-quality image. Or the textures disappear altogether at long distances. For example, OpenGL 4.6 has support for MSAAx16 sampling and there are no problems with filtering and displaying some textures in older games, or they are minimized.
Question to Vulkan developers, is it possible to add support for MSAA above 8 to the Vulkan API as implemented in OpenGL 4.6?
Thank you in advance!

@SaschaWillems
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What exact sample are you referring to?

@skaladi-n
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What exact sample are you referring to?

About the MSAAx16 sampl. Vulkan currently supports MSAA x8 as much as possible. If possible, it should be increased to x 16

@SaschaWillems
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SaschaWillems commented Jan 22, 2025

Afaik MSAA > 8x is done in software, and not hardware, hence why it's not on most Vulkan implementations. I don't have plans to add anything above 8x to my samples.

Aside from that MSAA is hardly used in the real world anymore,

General questions regarding Vulkan should be directed to the Khronos Vulkan WG. You can use https://github.com/KhronosGroup/Vulkan-Docs for that

If you want to have support for 16x/32x MSAA in your driver, you need to contact your GPU vendor.

@skaladi-n
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SaschaWillems. Thanks for the answer!
Nvidia drivers support these 16x/32x MSAA modes in the control panel. When they are turned on in opengl, everything works fine, whereas on vulkan these modes do not work.
MSAA may be outdated, but it handles old games and ports well, and it would be nice if Vulkan worked in the same x16/x32 mode.
The problem in the application was described in more detail here, whereas texture filtering is better in opengl. But vulkan offers better performance than opengl. That's why I'm writing here to get support.
https://forum.zdoom.org/viewtopic.php?t=80062

@SaschaWillems
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Well, as noted above: If you want to have MSAA 16x/32x support, you need to ask your GPU vendor for that. There is a reason NVIDIA doesn't expose it in Vulkan.

@skaladi-n
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Well, as noted above: If you want to have MSAA 16x/32x support, you need to ask your GPU vendor for that. There is a reason NVIDIA doesn't expose it in Vulkan.

Good. I will write to Nvidia support. Is there a chance that they will fix it? Can I write here-https://forums.developer.nvidia.com/c/gaming-and-visualization-technologies/apis/489 ? Or are there other channels where they can definitely respond? Thank you for your help and responsiveness!

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