>>534736528
>Try running anu UE game, like pavlov, or vail at 5000x5000 and see it use up to 20 gb of vram
SSAA/MSAA don't need multipliers of memory to store the render targets.
It only gets so bad because you are hacking suppersampling by increasing the original render target instead of letting the engine do it properly.
You don't want to do that anyway, because the braindead way of "just increase the rendering res, bro" is also bad for other reasons, like sampling locations being on a grid, instead of being offset on vertical and horizontal axis per final displayed pixel.