If I set MSAA to 4X in the Editor, it won’t have any effect. If I programmatically set the PresentationParameters.MultisampleCount to 4X in the PreparingDeviceSettings event handler, I get an exception that says “Cannot create a texture with format D24_UNorm_S8_UInt and multisample level X4. Maximum support is None.”
I need to use MSAA and not FXAA. Any way to get MSAA to work on Android, it seems like none of the depth format support multisamples? I’m on OpenGL ES 3.1
Thanks!