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nbertoa

DX12 [D3D12] Initialization

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Are you sure you were able to create a multisampled (4x MSAA) swap chain using FLIP_DISCARD? I'm pretty sure Flip model swap chains don't support MSAA.

 

This, MSAA back-buffer is not allowed under flip model (both sequential and discard). ID3D12GraphicsCommandList::ResolveSubresource from a MSAA rendertarget to the backbuffer should be a feasible solution.

Edited by Alessio1989

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@AdamMiles and @Alessio1989

 

Thanks for your comment! That is true. My article talks about MSAA but I am using 1U instead of 4U because boolean variable to enable MSAA is in false by default.

 

This post explains exactly what you said

 

http://www.gamedev.net/topic/675321-d3d12-enabling-msaa/

 

I will update the article. Thanks for teaching me about that.

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