>>716210950Could you please produce a demonstration showing the image quality difference and performance difference between 4x MSAA, 8x MSAA, DLSS Transformer Quality Preset, and DLSS Transformer DLAA native resolution? (Both in stills and in motion). Because I strongly suspect that DLSS will come out on top
Also what are the inherent problems with the current rendering pipeline? I know it makes the games dependent on TAA (or DLSS or FSR) and while I agree this used to be a problem, I know don't see this as a big issue anymore since DLSS 4 improved on the biggest issue with TAA so much, the ghosting, it's barely there anymore.
Also I think that every forward rendered game that ships with MSAA should also allow you to rasily use SGSSAA