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Emulator Issues #4140

closed

Enhancement: SSAA in d3d11

Added by NaturalViolence about 13 years ago.

Status:
Won't fix
Priority:
Normal
Assignee:
-
Category:
GFX
% Done:

0%

Operating system:
N/A
Issue type:
Feature request
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Another suggestion for neobrain. Add SSAA to the openGL/d3d11 "plugins". It could be mixed with MSAA for HSAA.

Actions #1

Updated by DimitriPilot3 about 13 years ago

  • Issue type set to Feature request
  • Category set to gfx
Actions #2

Updated by danialhorton about 13 years ago

no thank you.

Actions #3

Updated by Nick.Lustig about 13 years ago

This would be nice !

Actions #4

Updated by Sonicadvance1 about 11 years ago

OpenGL has SSAA now. D3D11 is the only one remaining.

Actions #5

Updated by JMC4789 over 9 years ago

  • Status changed from New to Won't fix

No one currently seems to have any interest in this feature, and hasn't in the past 3 years it seems.

As such, closing for now, at least.

Actions #6

Updated by MayImilae over 9 years ago

While closing this was a bit premature, from that I've done some research and asked around.

According to my conversations with neobrain and research of my own, there doesn't appear to be any way to simpl call an SSAA flag, as there is in OpenGL. The D3D9 backend got around this limitation by doing a wide array of awkward resolution tracking, essentially increasing the resolution manually inside Dolphin on top of whatever the user configured and added a (very crude) downsampling filter. Ew. It appears the only way to do SSAA directly in D3D11 would be to do the same kind of stuff there as well.

The developers have stated that they do not wish to crap up the code with all of that, so that means no SSAA directly in Dolphin. This is indeed "Wontfix".

That said, there are other ways. See issue 7746 for the alternative we discussed.

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