Comment by SirMaster
14 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.
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.
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.
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.
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.