>>717750049 (OP)>what the fuck happened in 20 years that made anti aliaising look like vaseline was poured on the screen?Graphics changed. 20 years ago the only aliasing you could really see was geometric aliasing from models. A very lightweight antialiasing method or just 2xMSAA could handle that.
Now there's a fuck ton more things happening on the screen. Textures and shaders and effects and lighting and transparency and specular effects and PBR and noise and moire patterns everything else. Graphics have become too detailed and have way too much information happening per pixels compared to before, which is too much for resolutions like 1080p to handle so a new form of aliasing starts occuring.
This new temporal aliasing does not happen per-frame, it happens because of the differences between each frame. Frame 1 might look fine on its own, frame 2 might as well, but when played one right after the other the differences make the image look bad. Like webm related. Spatial antialiasing like MSAA can't really address all these things. That's why if you play a modern game with with MSAA or all the antialiasing effects and post-processing effect turned off, it looks like this.
To combat temporal aliasing you either need a graphically lightweight game with textures that look like cardboard, or you need a much more thorough and heavy version of temporal antialiasing that can catch the issues over time instead of per-frame. When you don't have enough resolution, temporal antialiasing breaks and look like shit. That's why TAA is so hated, the majority of PC players are still on 1080p like it's 2009 and TAA looks awful with 1080p. This is why you could have crisp graphics with 1080p 20 years ago but now it's blurry shit.