DLAA / DLSS
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Deep learning approaches.
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Use dedicated HW (tensor cores) for learned reconstruction.
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Can be used purely for AA (DLAA) or for upscaling+AA (DLSS).
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Good quality but hardware- and driver-dependent.
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Neural-network–based temporal method, no upscaling. Produces very high-quality AA, sharper than TAA, with excellent stability and minimal ghosting.
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Limitation: only available on RTX-class GPUs with Tensor cores.
SMAA (Subpixel Morphological Anti-Aliasing)
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Screen-space post-process filter.
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Enhanced morphological approach with pattern detection and optional temporal/supersampling modes.
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Better quality than FXAA for subpixel details.
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Image-based edge detection + pattern matching + blending. Optional SMAA T2x (temporal) and SMAA 4x (spatial + temporal + supersampling) modes.
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Pros:
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Good quality / cost balance; preserves more detail than FXAA.
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Preserves more detail than FXAA/MLAA.
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Detects diagonal/subpixel edges better.
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Simple to integrate (one or two passes).
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Stable cost, doesn’t require motion vectors.
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Cons:
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Still a post-process (no true geometric sampling), optional temporal features add complexity.
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Still a screen-space morphological filter: cannot fix shader aliasing or subpixel shimmering in motion.
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Higher cost than FXAA but still lighter than MSAA/TAA.
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Temporal variants (T2x, 4x) require history management, increasing complexity.
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CMAA (Conservative Morphological Anti-Aliasing)
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Screen-space post-process filter.
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Lightweight post-process edge filter, designed as a cheaper alternative to SMAA/FXAA.
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Its design goals are to be a better alternative to FXAA by:
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Being minimally invasive so it can be acceptable as a replacement in a wide range of applications, including worst case scenarios such as text, repeating patterns, certain geometries (power lines, mesh fences, foliage), and moving images.
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Running efficiently on low-medium range GPU hardware, such as integrated GPUs (or, in our case, mobile GPUs).
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CMAA has four basic logical steps:
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Image analysis for colour discontinuities (afterwards stored in a local compressed 'edge' buffer). The method used is not unique to CMAA.
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Extracting locally dominant edges with a small kernel. (Unique variation of existing algorithms.)
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Handling of simple shapes.
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Handling of symmetrical long edge shapes. (Unique take on the original MLAA shape handling algorithm.)
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Pros:
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Very low GPU cost.
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Preserves sharpness better than FXAA in many cases.
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Good fit for low-power or bandwidth-limited platforms.
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Cons:
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Lower quality than SMAA (weaker on diagonal/subpixel edges).
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No temporal stability; flickering/shimmering remains in motion.
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Less widely adopted/documented compared to SMAA.
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FXAA (Fast Approximate Anti-Aliasing)
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Single-pass post-process edge detection + blur across edges. Very cheap.
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Pros:
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Minimal cost, easy to integrate.
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Cons:
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Blurs fine detail; cannot fix shader aliasing that is not visible as contrast edges.
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TAA / TXAA (Temporal Anti-Aliasing)
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TXAA is Nvidia’s branded temporal approach that combines MSAA + post filters.
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Reduced motion blur, but has a lot of overall blur.
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Jitter camera/sample positions per frame; blend current frame with reprojected history using motion vectors.
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Pros:
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Very effective at removing temporal shimmer and approximating supersampling without shading every sample.
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Cons:
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Requires motion vectors, depth history, good stationary/visibility rejection; can cause ghosting and blur; tuning is scene- and engine-dependent.
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Opinions :
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Playing some modern games can be really fatiguing because TAA makes things look just out-of-focus enough to find myself reflexively squinting at them, which ain't great for eye-health.
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MSAA (Multisample Anti-Aliasing)
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Multiple coverage samples per pixel calculated during rasterization; shading can be either per-sample or per-pixel depending on pipeline settings.
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Pros:
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Correct geometric edge AA, stable across frames, no history artifacts.
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Cons:
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Multiplies memory bandwidth and (potentially) fragment-shading cost.
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Poor fit for deferred shading unless you maintain multisampled G-buffers or use expensive workarounds.
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Cool.
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Advanced video on the subject .
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I don't like this guy AT ALL, omfg.
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MFAA (Multi-Frame Sampled Anti-Aliasing)
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Driver/GPU alternates sample patterns across frames and accumulates to approximate higher-sample MSAA cheaply. Driver-level, not always available.
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Can achieve MSAA-like appearance at lower immediate cost, but depends on driver & GPU; not a universal solution for engine-level integration.