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Will the PC OpenGL renderer ever support more than 13 texture samples? In OpenGL, the number of texture samples appears to be limited by hardware rather than an arbitrary limit of 13. The limit appears to be 32 on most cards released in the last few years: GPU hardware info database launchpad
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Technically there is no limit of how much textures you can use per single shader.
Amount of Samplers only indicates of how much textures can be processed in single GPU cycle.
The real limitation was/is how much textures you can bind to GPU. The more textures you bind the more draw calls you generate there of your performance start to tank down, because CPU can’t keep up with sending textures to GPU.
With OpenGL and Bindless Resources it’s no longer limiting factor. The same with DX12.
At least as far as I understrand it (;.