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602 points todsacerdoti | 1 comments | | HN request time: 0.232s | source
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SirMaster ◴[] No.42196448[source]
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.

replies(2): >>42196510 #>>42197195 #
OCASMv2 ◴[] No.42197195[source]
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.
replies(1): >>42202745 #
1. account42 ◴[] No.42202745[source]
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.