I've implemented MultiSampling on my XNA game, it works great on my Desktop. When I run the game in HighDefinition mode on the XBox360, I get an OOM exception. If I don't enable MultiSampling, the game runs fine, but models are not anti-aliased and look terrible.
The following chunk of code seems to be the culprit.
void _graphics_PreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e)
{
e.GraphicsDeviceInformation.PresentationParameters.MultiSampleType = MultiSampleType.TwoSamples;
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
graphics.PreferMultiSampling = true;
graphics.PreferredBackBufferHeight = 720;
graphics.PreferredBackBufferWidth = 1280;
graphics.PreparingDeviceSettings += _graphics_PreparingDeviceSettings;
graphics.ApplyChanges();
base.Initialize();
}
will cause an OOM exception.
My primary goal is to get the models to look decent (anti-aliased) and MultiSampling seems like the right approach. I'm fairly new to this, so if anyone can point me in the right direction, I would appreciate it.