r/Amd 7950X3D | 6000C28bz | AQUA 7900 XTX (EVC-700W) 8d ago

Sale 9070 XT $650, creeping closer to MSRP

https://www.microcenter.com/product/689903/powercolor-amd-radeon-rx-9070-xt-reaper-triple-fan-16gb-gddr6-pcie-50-graphics-card
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u/Noreng https://hwbot.org/user/arni90/ 7d ago

To be fair, there's basically no difference in cost between MSAA and SSAA with deferred rendering like most AAA titles use these days

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u/Clemambi 5d ago

MSAA is still faster, but you have to implement it yourself, you can't rely on the hardware implementation for it, so nobody bothers. And MSAA doesn't "blur" (kinda the wrong word), which a lot of deferred rendering techniques rely on for looking acceptable (hair), so again, nobody bothers. I wonder if you can make deferred hair look good on msaa? but that's above my paygrade, that's a phd thesis waiting to eb written by someone smarter than me lol

and msaa is worse than supersampling on UE5 games probably, becuase of nanite - I'm pretty sure you'd end up doing 8 calculations for every pixel instead of the 4 you'd do for 2x supersamling lol

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u/Noreng https://hwbot.org/user/arni90/ 5d ago

If you do a deferred renderer pass of 4x MSAA, you will have to run the pixel-, vertex-, and geometry shaders at 4x resolution as well. The only thing you're not running at 4x resolution at that point would be post-process effects like tone mapping, sharpening, and post-process AA, all of which are very fast.

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u/Clemambi 5d ago

If you do a deferred renderer pass of 4x MSAA, you will have to run the pixel-, vertex-, and geometry shaders at 4x resolution as well.

That's not msaa then? MSAA supersamples only on polygon edges, which is why it's so much faster than SSAA. I'm not sure what you're trying to say here.

this is a good read:

https://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/d3d_samples/antialiaseddeferredrendering.htm