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submitted 9 months ago by hsr@lemmy.dbzer0.com to c/gaming@lemmy.world

How did we get here?

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[-] hsr@lemmy.dbzer0.com 15 points 9 months ago* (last edited 9 months ago)

Turns out the death of MSAA was actually quite founded! Here's a great Digital Foundry video on anti-aliasing piped link | youtube

tl;dw MSAA only affects geometry, so while it worked fine for older titles, it can't handle textures, normal maps, shading etc.

[-] umbrella@lemmy.ml 2 points 9 months ago* (last edited 9 months ago)

Still looks better than all alternatives by far though.

edit: second best, just remembered DLAA is a thing whenever its actually implemented.

[-] aBundleOfFerrets@sh.itjust.works 1 points 9 months ago

Games like Deep Rock Galactic have every reason to use MSAA but don’t anyway because game engines decided it was unnecessary, and small devs like that can’t be arsed to maintain their own implementation.

Also textures and normal maps don’t need anti-aliasing because they will already have it baked in. Shaders are a similar situation where any aliasing will be situational and should be handled by the shader itself. (If it even makes sense to do so)

this post was submitted on 15 Feb 2024
88 points (87.3% liked)

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