4 ms·
> Add temporal antialiasing, jitter or noise/film grain to mask over things and allow for more detail extraction. As long as you’re actually changing your sampl
by dkbrk 12y ago
> Add temporal antialiasing, jitter or noise/film grain to mask over things and allow for more detail extraction. As long as you’re actually changing your sampling pattern per pixel, and simulating real noise – not just applying white noise – you should get better results.
This could be a viable alternative to supersampling for antialiasing. Rather than averaging multiple subsamples for each pixel fragment, this suggests that if a single subsample were taken stochastically, the results could be as good, or even better, so long as the frame rate stays high enough.
Antialiasing doesn't quite have the same impact on rendering performance in modern games that it used to, mainly due to new algorithms such as SMAA and the increased cost of postprocessing relative to rasterisation, but this could nonetheless lead to tangible performance improvements.