![]() In these deferred rendering engines, the only real option for good anti-aliasing is to supersample the image - and current hardware just isn't powerful enough for that yet in demanding games.Īnd I'm finding that I get more enjoyment out of playing older games that use forward rendering, where I can crank up the anti-aliasing to very high levels. On PC, where we've been able to use high levels of MSAA and transparency anti-aliasing, losing this has a significant impact on image quality. Consoles have never had the power to implement high levels of good anti-aliasing, so the switch to deferred rendering had little negative impact on image quality there. I have to imagine that one of the main reasons deferred rendering engines are gaining popularity is due to consoles. MSAA can be implemented in these engines, but it's typically not very effective at removing aliasing despite a huge performance hit, and just look at how people reacted to the option being made available in XCOM2. ![]() MSAA and transparency effects are massive performance hits in deferred rendering engines which is why awful dithering effects are common instead of real transparency, and post-process anti-aliasing is typically the only option made available. The game includes a sharpening filter to counteract the blur that temporal anti-aliasing introduces, and that's likely exaggerating some of the aliasing. Welcome to modern game engines which use deferred rendering that favors lighting & effects over image quality. ![]() For people complaining about the aliasing:
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