Hi,
First of all, MSAA works really well and the article is WRONG. Michael was using the GALLIUM_MSAA variable in a way that couldn't have worked. If you enable MSAA in the game and also use the variable, both configs will conflict and you will see garbage (as can be seen in the article). Either turn off MSAA in the game and use the variable (if it has any effect), or turn on MSAA in the game and don't use the variable.
Another misconception in the article is that GALLIUM_MSAA enables MSAA. This isn't true. It only forces an MSAA visual for the window. Depending on the game, this may or may not have any effect. Unfortunately, it doesn't have any effect on the Source engine (Team Fortress 2, etc.). Even if GALLIUM_MSAA doesn't do anything, there still is a performance hit and wasted VRAM. Whether GALLIUM_MSAA has any effect depends on how games do rendering and drivers cannot do anything about it.
If this is too confusing, I'll just remove the GALLIUM_MSAA override. What do you think?
First of all, MSAA works really well and the article is WRONG. Michael was using the GALLIUM_MSAA variable in a way that couldn't have worked. If you enable MSAA in the game and also use the variable, both configs will conflict and you will see garbage (as can be seen in the article). Either turn off MSAA in the game and use the variable (if it has any effect), or turn on MSAA in the game and don't use the variable.
Another misconception in the article is that GALLIUM_MSAA enables MSAA. This isn't true. It only forces an MSAA visual for the window. Depending on the game, this may or may not have any effect. Unfortunately, it doesn't have any effect on the Source engine (Team Fortress 2, etc.). Even if GALLIUM_MSAA doesn't do anything, there still is a performance hit and wasted VRAM. Whether GALLIUM_MSAA has any effect depends on how games do rendering and drivers cannot do anything about it.
If this is too confusing, I'll just remove the GALLIUM_MSAA override. What do you think?
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