Comment by badsectoracula
14 hours ago
Pretty much every temporal AA i've seen looks like a smeary mess though.
MSAA by default handles aliasing at triangle edges, however at least in OpenGL and Vulkan (i couldn't find anything relevant in D3D11 last time i checked and D3D12 did have something that could be relevant, but i'm not sure) you can set the minimum amount of samples so you could also get some antialiasing in polygon interiors. Of course this is heavier (though still cheaper than SSAA) but IMO produces a better image than TAA.
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