What is the best anti-aliasing method?
Consider both image quality and resources required.
>>336080005
Supersampling is the absolute best you can get but most intensive. Alternatively Supersampling + MSAA + Alpha Coverage would be even better but only to a point, at very high resolutions where aliasing would no longer be seen, MSAA would only introduce artifacting and performance loss.
MSAA wth Alpha Coverage is a decent alternative but requires DX10.1 or higher.
MSAA + post processing AA (FXAA/SMAA) is next decent option and is available on DX9 as well.
Anything else is garbage.
MSAA on its own with no alpha coverage can't do shader aliasing so it looks like aliased shit anyway on anything using deferred rendering.
Post processing AA on its own is way too shitty and doesn't catch all the aliasing and can even result in blur like FXAA.
I don't even get the technical aspect behind aliasing
Like yeah I know it equates to "jaggies" but why do those exist to begin with?
>>336080005
FXAA, don't let memelords fool you
>>336081018
Because screens display in pixels you retard, pixels = squares
Squares diagonally = stair pattern = aliasing
>>336081018
>I don't even get the technical aspect behind aliasing
Do you even know what pixels are, you fucking brain dead worm?
>>336081229
I think they're an art style in indie games
>>336080897
TXAA > MSAA imo
is it true you don't need AA on 4k monitors since the pixel density is so high? Am I just being memed?
>>336081401
Sort of
The higher the DPI the less noticeable the aliasing becomes (considering that you're playing at the native resolution).
>>336081308
TXAA is literally just slightly modified MSAA with a pass of FXAA spliced in. Aka MSAA + post processing AA.
>>336081401
Not true. 4k is still not enough to get rid of aliasing completely but it's pretty close.
You need 8k-16k to get rid of aliasing entirely.
>>336081401
Depends on the assets , but mostly yes