4 ms·
Setting render scale to 1 definitely helped - the aliasing from the lines is gone. The rest of the circular aliasing could likely be fixed by requesting MSAA,
by nnevatie 3mo ago
Setting render scale to 1 definitely helped - the aliasing from the lines is gone.
The rest of the circular aliasing could likely be fixed by requesting MSAA, so e.g.:
renderer = new THREE.WebGLRenderer({
alpha: true,
antialias: true,
powerPreference: 'high-performance',
})
- aplavin 3mo agoWould MSAA compute more samples, effectively multiplying shader computation? Ideally, it should be something adaptive, to the number of pixels/device compute power, eg compute 2x smaller resolution on phones/retina, compute 1x resolution on larger-pixel screens, and maybe even 1x + MSAA beyond some pixel sizes... Just wanted to avoid reinventing these heuristics.