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This repository has been archived by the owner on Aug 28, 2020. It is now read-only.
While GPU drivers can force traditional antialiasing in D3D8 and oftentimes D3D9, users can only modify the traditional AA method in D3D10 and D3D11 if some form of MSAA is already present. Otherwise, users are stuck with post-process methods (SMAA, FXAA, etc.), which are less effective at resolving aliasing in a forward-rendered game such as SADX. Therefore, integrated MSAA support should be considered down the road, as the renderer approaches maturity and more widespread usage.
The text was updated successfully, but these errors were encountered:
I'm mostly familiar with Nvidia and Intel, but this seems to partially affect AMD too.
SSAA is also viable, but a bit overkill (speaking as someone who is forcing SGSSAA in the game instead of just MSAA).
While GPU drivers can force traditional antialiasing in D3D8 and oftentimes D3D9, users can only modify the traditional AA method in D3D10 and D3D11 if some form of MSAA is already present. Otherwise, users are stuck with post-process methods (SMAA, FXAA, etc.), which are less effective at resolving aliasing in a forward-rendered game such as SADX. Therefore, integrated MSAA support should be considered down the road, as the renderer approaches maturity and more widespread usage.
The text was updated successfully, but these errors were encountered: