Skip to content

Conversation

sunag
Copy link
Collaborator

@sunag sunag commented Aug 25, 2025

Description

While doing the PR #31730 I noticed anti-aliasing is being resolved twice: once in FrameBufferTarget for applying output color-space conversion and tone mapping, and again during scene rendering. The renderer will now skip resolving anti-aliasing when applying color-space output and tone mapping, keeping only in the rendering of the scene.

Copy link

github-actions bot commented Aug 25, 2025

📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 338.91
79.11
338.91
79.11
+0 B
+0 B
WebGPU 578.16
159.25
578.82
159.45
+664 B
+196 B
WebGPU Nodes 576.76
159.01
577.43
159.21
+664 B
+196 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Before After Diff
WebGL 470.78
113.9
470.78
113.9
+0 B
+0 B
WebGPU 648.69
175.28
649.34
175.49
+651 B
+208 B
WebGPU Nodes 602.79
164.41
603.44
164.61
+651 B
+206 B

@Mugen87
Copy link
Collaborator

Mugen87 commented Aug 25, 2025

Would you be okay if we target r181 with this PR? The current dev version is quite stable and I would prefer to not apply deeper refactorings shortly for release.

The additional MSAA for the single full-screen quad should be no huge performance waste.

@sunag sunag added this to the r181 milestone Aug 25, 2025
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants