It doesn't discard subsamples for the pixels, so the samples needed for 'MSAA' can be found.The problem with deferred rendering (DR) is that it brings a list of cons in the form of heavier performance hit when handling multiple materials, and because it usually discards the geometry data it can't really apply proper MultiSampling antialiasing.
Multimaterial problem is not as bad nowadays either as developers have found ways to deal with it.
http://bps12.idav.ucdavis.edu/talks/03_lauritzenIntersectingLights_bps2012.pdf
I do agree that with forward renderers problems are elsewhere.
AMD isn't the only one or even first one to try forward+ and much of the research has been done on nvidia GPUs, which work just fine with compute.It's pretty obvious why NV isn't promoting forward+ lighting game engines with developers. Their existing GK104 GPU generation tanks when Compute shaders need to do any work.
(IE. battlefield3 does quite decently.)
There are certain things which work better on AMD or vice versa.
It has it's own problems when compared to deferred approaches, like inefficiency of quad shading.Forward+ lighting model + compute shaders allow you to bring back the traditional MSAA approach, and you minimize the performance hit at the same time.
http://forums.anandtech.com/showpost.php?p=33832466&postcount=5
TXAA is superset of MSAA, not a simple post AA and needs MSAA to be working on game engine before it can be applied.IMO instead of trying to come up with some hybrid AA filters, they should just revamp how the engines are coded for in the first place and traditional MSAA can be properly applied to the entire scene. When you have a situation where a 2013 game suffers from a 33-52% performance hit when forcing just 4xMSAA, it is a problem.
It also aims to reduce roping artifacts and thus filter width needs to be wider than a pixel.
SweetFX ruins the image quality with a post sharpening blur, not really an improvement.While TXAA reduces pixel crawl, it blurs the entire picture and thus reduces details. TXAA, without tweaks in SweetFX, has atrocious native IQ filter quality.
Get rid of the SSAO, it doesn't play nice with TXAA in COD BO2 and blurs the image. (more than intended.)A clear example of why TXAA is inferior to MSAA is Black Ops 2 or the Secret World on the PC:
COD BO2 8xMSAA
COD BO2 4xTXAA
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