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TDA4VM: Multisampling antialiasing causes rendering framerate to drop

Part Number: TDA4VM

The method at www.khronos.org/.../EXT_multisampled_render_to_texture.txt is recommended.

TDA4

Linux+QNX

Multi-sampling anti-aliasing has taken effect, but the rendering frame rate has become lower, especially 3D rendering consumes 10ms+ more than the previous non-multi-sampling case; the anti-aliasing effect is more obvious when the samples value is 4, and the effect is not obvious when it is 2. 1 does not work. In this case, how can I increase the rendering frame rate and still ensure the anti-aliasing effect?

  • Hi Jack,

    Unfortunately, multi-sampling anti-aliasing is a process that will have an impact on fps.

    With anti-aliasing, what is the final fps that you are getting?

    Regards,

    Takuma

  • TDA4 QNX SDK8.00After anti-aliasing is turned on, the rendering frame rate is reduced: the 2D rendering frame rate becomes 20 to 25 fps, and the 3D rendering frame rate becomes 15 to 20 fps; without anti-aliasing, the 2D rendering frame rate becomes 25 to 30 fps, and the 3D rendering frame rate becomes 20 to 20 fps. 25fps. The output resolution is 1920*720.

    SemiDrive X9 SDK2.4 (result of the same code on another chip)

    Regardless of whether anti-aliasing is turned on or not, the frame rate of 2D and 3D rendering is maintained at 50+ fps, and the output is 1920*720

  • Hi Jack,

    It is very probable that for the different chip, the framerate is limited by a different part of the pipeline other than the GPU. This makes it seem so that enabling MSAA appears to not have any impact on framerate.

    However, 4 * MSAA is an operation that samples 4 times more, creating 4 times the more frag and requires 4 times the number of tiles to process, so having the same framerate with 4 * MSAA is not possible if GPU performance is the limiting factor of your application.

    Regards,

    Takuma