Comment by account42
13 days ago
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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