Why does multisampling increase memory usage?


Hello dear community,

I was playing around with an engine I’m assembling and I realized, that using multisamples has an immense impact on the memory used…

There are 10000 isntances of a textured cube drawn on the screen.

For comparison:
Without multisampling and with multisampling (x16):

Is it supposed to be that way?
Thanks for clearing this up for me,

PS: Why the one image for a new user limit?


This is not a GLFW issue as such, but an OpenGL driver one.

It’s possible that the OpenGL driver is reserving memory for mapping the backbuffer, and at 1080x1920 an RGBA backbuffer is ~8Mb, and ~128Mb for the x16 multisampling one.