diff --git a/Common/GPU/Vulkan/thin3d_vulkan.cpp b/Common/GPU/Vulkan/thin3d_vulkan.cpp index fb2f4c2f3f..cc1b82f615 100644 --- a/Common/GPU/Vulkan/thin3d_vulkan.cpp +++ b/Common/GPU/Vulkan/thin3d_vulkan.cpp @@ -966,8 +966,8 @@ VKContext::VKContext(VulkanContext *vulkan, bool useRenderThread) caps_.deviceID = deviceProps.deviceID; if (caps_.vendor == GPUVendor::VENDOR_QUALCOMM) { - if (caps_.deviceID < 0x6000000) // On sub 6xx series GPUs, disallow multisample. - multisampleAllowed = false; + // if (caps_.deviceID < 0x6000000) // On sub 6xx series GPUs, disallow multisample. + multisampleAllowed = false; // Actually, let's disable it on them all for now. See issue #18818. // Adreno 5xx devices, all known driver versions, fail to discard stencil when depth write is off. // See: https://github.com/hrydgard/ppsspp/pull/11684 diff --git a/UI/GameSettingsScreen.cpp b/UI/GameSettingsScreen.cpp index 6b0c4dec2a..57d8719712 100644 --- a/UI/GameSettingsScreen.cpp +++ b/UI/GameSettingsScreen.cpp @@ -342,6 +342,8 @@ void GameSettingsScreen::CreateGraphicsSettings(UI::ViewGroup *graphicsSettings) msaaChoice->SetChoiceIcon(i, ImageID("I_WARNING")); } } + } else { + g_Config.iMultiSampleLevel = 0; } #if PPSSPP_PLATFORM(ANDROID)