diff --git a/Templates/BaseGame/game/core/lighting/advanced/init.cs b/Templates/BaseGame/game/core/lighting/advanced/init.cs index 6941138c7..db2175278 100644 --- a/Templates/BaseGame/game/core/lighting/advanced/init.cs +++ b/Templates/BaseGame/game/core/lighting/advanced/init.cs @@ -44,15 +44,6 @@ exec( "./deferredShading.cs" ); function onActivateAdvancedLM() { - // Don't allow the offscreen target on OSX. - if ( $platform $= "macos" ) - return; - - // On the Xbox360 we know what will be enabled so don't do any trickery to - // disable MSAA - if ( $platform $= "xenon" ) - return; - // Enable the offscreen target so that AL will work // with MSAA back buffers and for HDR rendering. AL_FormatToken.enable(); diff --git a/Templates/BaseGame/game/data/defaults.cs b/Templates/BaseGame/game/data/defaults.cs index ea7ee6a19..33d7cd8f7 100644 --- a/Templates/BaseGame/game/data/defaults.cs +++ b/Templates/BaseGame/game/data/defaults.cs @@ -25,7 +25,7 @@ $sceneLighting::cacheSize = 20000; $sceneLighting::purgeMethod = "lastCreated"; $sceneLighting::cacheLighting = 1; -$pref::Video::displayDevice = "D3D9"; +$pref::Video::displayDevice = "D3D11"; $pref::Video::disableVerticalSync = 1; $pref::Video::Resolution = "1024 768"; $pref::Video::FullScreen = false;