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Originally Posted by Toni74
i even can't remember one single official answer about that issue. seems like they just ignore it.
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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).
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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.