Related to #53940.
Godot version
4.0.dev (489f11e)
System information
Apple Mac mini 2020 (M1), macOS Monterey 12.1
Issue description
The M1 GPU only supports 4× MSAA at most, yet Godot's Vulkan renderer allows setting it to 8× even on GPUs that don't support it. Instead, the MSAA value should be clamped to the highest value supported by the hardware.
Additionally, the MSAA property hint in the project settings could be automatically modified to denote that specific values are unsupported on the user's machine.
I haven't checked whether this occurs in 3.x's GLES3 and GLES2 renderers yet.
Edit: I've tested a few games such as Yamagi Quake 2 and noticed that MSAA is clamped to 4× when trying to use 8× MSAA there.
Steps to reproduce
- Create a new project. Add a MeshInstance3D node with a BoxMesh resource.
- Open the Project Settings and enable the Advanced toggle.
- Set MSAA to 8×.
Minimal reproduction project
N/A
Related to #53940.
Godot version
4.0.dev (489f11e)
System information
Apple Mac mini 2020 (M1), macOS Monterey 12.1
Issue description
The M1 GPU only supports 4× MSAA at most, yet Godot's Vulkan renderer allows setting it to 8× even on GPUs that don't support it. Instead, the MSAA value should be clamped to the highest value supported by the hardware.
Additionally, the MSAA property hint in the project settings could be automatically modified to denote that specific values are unsupported on the user's machine.
I haven't checked whether this occurs in
3.x's GLES3 and GLES2 renderers yet.Edit: I've tested a few games such as Yamagi Quake 2 and noticed that MSAA is clamped to 4× when trying to use 8× MSAA there.
Steps to reproduce
Minimal reproduction project
N/A