4 results for "1a6030b4e24c5cbaad39a402b5487b3e"
>>724734832
>DE HR to MD for example, first one had old school AA then MD had TAA.
MD also had MSAA, the problem was that MSAA was absolutely useless in MD due to a plethora of reasons.
>>715560618
>MSAA
that'd be -80% FPS please
>>713985548
>Native/MSAA will always look better than TAA/DLSS/FSR
Oh will they?
>>713895754
Geometry and shading are handled differently in deferred pipelines. It needs 4x bandwidth in deferred rendering compared to forward due to how G-buffers are handled, and even if you have enough bandwidth the visual benefits just aren't good enough. Some edge aliasing is addressed by MSAA but lighting aliasing, shader aliasing, transparency issues etc, all still persists.
If you want to see for yourself why MSAA doesn't work in deferred rendering, see the webm. MSAA off, MSAA2x, MSAA4x, MSAA8x, vs TAA+sharpen. MSAA off runs at 130fps, MSAA 8x runs at 11fps, and what do you gain from it?

Ideally we need forward+ or forward clustered rendering as a good compromise that would allow for MSAA to be good again, but it's even rarer than modern forward rendered games.