• We’re currently investigating an issue related to the forum theme and styling that is impacting page layout and visual formatting. The problem has been identified, and we are actively working on a resolution. There is no impact to user data or functionality, this is strictly a front-end display issue. We’ll post an update once the fix has been deployed. Thanks for your patience while we get this sorted.

I like post process AA

7f5.gif
 
I tend to agree. It gets the job done with little hit to performance. And sure it softens the image a bit but reduces jaggies and shimmering pretty well. And I'll take a little softness over shimmering any day. It's also how CRTs back in the day dealt with aliasing.
 
In general, I do to, as long as it doesn't F*** with text.

My experience is overwhelmingly positive of post process AA. You can always find very specific cases where MSAA or SSAA are clearly superior, but in my experience, while these can often be easily picked out when looking at stills, it's rare that these are severe enough differences to be noticed when actually playing.

FXAA has some more noticeable issues than SMAA, but in general I find FXAA is "good enough" to enjoy a game where no anti-aliasing leaves me wanting to tear my hair out.

The lack of power in consoles will only push to lessen the gap between the post-process AA types and the higher quality (and way higher overhead) SSAA and high multiple MSAA.
 
. You can always find very specific cases where MSAA or SSAA are clearly superior, but in my experience, while these can often be easily picked out when looking at stills, it's rare that these are severe enough differences to be noticed when actually playing.

Flexibility and choice are always welcomed but my view is the exact polar opposite of yours. It is with playing or with actual movement is where higher quality methods like MSAA or SGSSAA shine over methods like FXAA.


I'm glad to see such diverse, flexible AA choices so gamers may find the right balance for their subjective needs, tastes, tolerances and threshold for their platform of choice!
 
Last edited:
Vanilla MSAA tends to ignore shaders, alpha textures etc. leaving much of the image aliased. Super-Sampling has too much of a performance hit. Shader-based AA looks great without the performance hit.
 
Tend to think of the feature as welcomed for compatibility with the ability to work in conjunction with other AA methods but its weakness is movement. There are always trade-offs - but if a gamer enjoys the quality coupled with the small hit -- awesome! That is why choices are wonderful to have!
 
Back
Top