▲ | OCASMv2 5 days ago | |
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. | ||
▲ | 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. |