[0] eg https://docs.nvidia.com/gameworks/content/gameworkslibrary/g...
[0] eg https://docs.nvidia.com/gameworks/content/gameworkslibrary/g...
The high triangle count of modern renders might in some cases cause the MSAA to become closer to SSAA in terms of cost and memory usage, all for a rather small AA count relative to a temporal method.
Temporal AA can handle everything, and is relatively cheap, so it has replaced all the other approaches. I haven't used Unreal TAA, does Unreal not support the various vendor AI driven TAA's?
With the tradeoff of producing a blurry mess.
MSAA by default handles aliasing at triangle edges, however at least in OpenGL and Vulkan (i couldn't find anything relevant in D3D11 last time i checked and D3D12 did have something that could be relevant, but i'm not sure) you can set the minimum amount of samples so you could also get some antialiasing in polygon interiors. Of course this is heavier (though still cheaper than SSAA) but IMO produces a better image than TAA.
It works fine, but it needs more work. AFAICT (this is the first time i see it) the page you linked does implement MSAA with deferred rendering. Personally i implemented MSAA with deferred rendering in an engine[0] i was writing ~12 years ago.
Nowadays in my current engine[1] i use Forward+-ish since i can just tell OpenGL "give me MSAA" and it just works :-P.
Yes, but is deferred still go-to method? I think MSAA is good reason to go with "forward+" methods.
>there are some trade-offs in using the Deferred Renderer that might not be right for all VR experiences. Forward Rendering provides a faster baseline, with faster rendering passes, which may lead to better performance on VR platforms. Not only is Forward Rendering faster, it also provides better anti-aliasing options than the Deferred Renderer, which may lead to better visuals[0]
This page is fairly old now, so I don't know if this is still the case. I think many competitive FPS titles use forward.
>"forward+" methods.
Can you expound on this?
[0] https://dev.epicgames.com/documentation/en-us/unreal-engine/...
"forward+" term was used by paper introducing tile-based light culling in compute shader, compared to the classic way of just looping over every possible light in the scene.
It's very rare for games to be 100% forward nowadays, outside of ones specifically built for VR or mobile.