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Old 07-27-2012, 04:49 PM
Ataros Ataros is offline
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Quote:
Originally Posted by Toni74 View Post
i even can't remember one single official answer about that issue. seems like they just ignore it.
It was discussed here that with deferred shading AA is not that easy to do as it was 5-10 years ago.

http://en.wikipedia.org/wiki/Deferred_shading
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. One of the usual techniques to overcome this limitation is using edge detection on the final image and then applying blur over the edges,[4] however recently more advanced post-process edge-smoothing techniques have been developed, such as MLAA[5] (used in Killzone 3 and Dragon Age 2, among others), FXAA[6] (used in Crysis 2, FEAR 3, Duke Nukem Forever), SRAA,[7] DLAA[8] (used in Star Wars: The Force Unleashed II), post MSAA (used in Crysis 2 as default anti-aliasing solution).
Thus MLAA or FXAA add-in is the way to go. I do not use it but it works good according to reports here. It is a shame though the devs did not built it in inside the game yet like other bigger studios did. Maybe it takes too much resources for a small team.

Last edited by Ataros; 07-27-2012 at 04:51 PM.
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