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GraphicsProfileSupersamplingCount Property

Gets or sets the super-sampling count that describes how much more pixels are rendered for each final pixel. The rendering is done on a scaled texture that is bigger for the amount specified by SupersamplingCount. At the end of rendering this texture is down-sampled into the texture with the final size. Valid values are from 1 (no super-sampling) to 64. Value 4 means that width and height are multiplied by 2 and this produces a texture with 4 times as many pixels.

Namespace: Ab3d.DirectX
Assembly: Ab3d.DXEngine.Wpf (in Ab3d.DXEngine.Wpf.dll) Version: 7.1.9105.2048
Syntax
C#
public int SupersamplingCount { get; set; }

Property Value

Int32
Remarks

Gets or sets the super-sampling count that describes how much more pixels are rendered for each final pixel.

The rendering is done on a scaled texture that is bigger for the amount specified by SupersamplingCount. At the end of rendering this texture is down-sampled into the texture with the final size.

Valid values are from 1 (no super-sampling) to 64. Value 4 means that width and height are multiplied by 2 and this produces a texture with 4 times as many pixels. Value 2 means that width and height are multiplied by 1.41 (sqrt(2) = 1.41) and this produces a texture with 2 times as many pixels.

Because texture dimensions in DirectX 11 are limited to 16384 x 16384, this limit can be exceeded when using higher values of SupersamplingCount. If this happens then used texture width and height are divided by 2 until the final size is below the limit.

When down-sampling a super-sampled texture different filters are used based on the SupersamplingCount value. The used filters are chosen by the engine but if you want you can change their values with changing properties in the ResolveBackBufferRenderingStep object.

See Also