| ▲ | SirMaster 5 days ago |
| I really miss MSAA. I still dislike DLSS personally. I realize many people seem to like it, but it just does not look that good to me. Or as good as things used to look or I believe could look. Sure it's better than TAA, but come on, this can't be the ultimate end for gaming graphics... At least I hope it isn't. |
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| ▲ | OCASMv2 5 days ago | parent | next [-] |
| The problem with MSAA is that it only handles aliasing from geometry edges. It's pretty much useless against shader aliasing, which became a massive problem after normal mapping and HDR lighting became standard in the PS3 era. |
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| ▲ | account42 5 days ago | parent [-] | | This is only a problem if you naively undersample the normal maps in your fragment shader. No AA algorithm can can generate a high quality result from undersampled lighting calculations. For normal maps specifically, you can preserve lost information from downsampled normal maps as roughness: https://media.steampowered.com/apps/valve/2015/Alex_Vlachos_... MSAA also doesn't require you to have only one color sample for each pixel but this can be varied per draw call (at least for desktop GPUs) - effectively allowing you to supersample some objects when needed. |
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| ▲ | mavamaarten 5 days ago | parent | prev [-] |
| Same here. I can't put my finger on what exactly it is, but it just never feels and looks as good as lower quality at full resolution. |
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| ▲ | some-guy 4 days ago | parent [-] | | DLSS even in Balanced mode is annoying when the camera laterally moves, I start seeing all kinds of artifacts. Strangely enough I prefer FSR 2.0 even though there’s slightly less overall detail. |
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