SurfaceFormat.Rgba64 doesn't work

If I create a render target like this and try drawing to it, it’s still all black (if I use GetData with an Rgba64 array all the components are 0)

renderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, false, SurfaceFormat.Rgba64, DepthFormat.None, 0, RenderTargetUsage.DiscardContents);

Which platform are you running this on?

I’m using Windows 10 and this is a cross platform desktop project.

This happens both if I try to draw to the render target and call renderTarget.SetData with both an Rgba64 array and ulong array (with non-zero values of course).

Sorry for the delay. I tested this on a develop version of MonoGame 3.7 on DesktopGL and have no issues drawing to the RenderTarget. Which version of MonoGame are you using and which GPU do you have?

I’m using MonoGame version and my graphics card is ASUS GeForce GTX 1060 6GB Dual OC

It looks like this was fixed in MonoGame 3.7: relevant PR

I upgraded to 3.7 and it works now, thanks. I didn’t uninstall 3.6 before installing 3.7, I hope there won’t be any complications later on because of that.