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Old 02-05-2012, 08:47 AM
Ataros Ataros is offline
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Join Date: Jun 2010
Location: USSR
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Quote:
Originally Posted by Liz Lemon View Post
Because getting true AA working with a deferred rendering pipeline is very, very difficult - and some of the greatest programmers working in real time 3d haven't been able to figure out how.
Yes, now it is much more difficult than 10 years ago.
Quote:
One more rather important disadvantage is that, due to separating the lighting stage from the geometric stage, hardware anti-aliasing does not produce correct results any more: although the first pass used when rendering the basic properties (diffuse, normal etc.) can use anti-aliasing, it's not until full lighting has been applied that anti-alias is needed.
http://en.wikipedia.org/wiki/Deferred_shading

Sadly not everyone makes his research before posting which makes some posts look like ignorant speculations aimed to insult developers.