| bananaking21 said: my PC should be able to handle it on high settings. not ulta, but high. i might get this game, it looks interesting enough. though could somebody explain what he meant when he said MSAA is dead? is he saying that people should use FXAA or no anti aliasing at all? |
He is saying that since most engines use deffered lighting these days which means the engine uses multiple render targets (http://en.wikipedia.org/wiki/Deferred_shading) which mean hardware MSAA has to be applied 4x per frame which means it's supper demanding and doesn't even work on older APIs like DX9, it also doesn't work on alpha textures (transparency). Post proccess edge smoothing AA like FXAA, SMAA, MLAA etc are less demanding and give decent resaults, advanced versions can take care of sub pixel issues, texture aliasing etc. and for high end AA SSAA which renders the frame at a higher resolution and then down samples gives the best resaults taking care of all types of aliasing very well with a performance imact that is likely less than using MSAA with multiple render targets.
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