I'm trying to get a much better understanding of all the different kinds of AntiAliasing methods we can choose from in modern games. The list of options is kinda long. And a lot of people (including myself) sometimes don't have the patience to test and benchmark all of them. There is FSAA, SSAA, MSAA, FXAA, TAA, Nvidias TXAA, and soon DLAA (I probably forgot some). Some of them are normal methods, and some are post processing methods (what's the difference?).
Which of the AA methods are the first to go to (best) assuming graphic resources are no problem . And which ones should I try next if one is too taxing on the system. I would like to get objective information, but I accept also some subjective comments in regards to different methods.
I used a lot of FXAA and TXAA in the past, since it seems it using much less resources then others. But the picture gets a little blurry.
Also, does it make sence to combine normal methods with post processing methods (a lot of games allow for it)? Or should it be either or?
Thanks!!!
Which of the AA methods are the first to go to (best) assuming graphic resources are no problem . And which ones should I try next if one is too taxing on the system. I would like to get objective information, but I accept also some subjective comments in regards to different methods.
I used a lot of FXAA and TXAA in the past, since it seems it using much less resources then others. But the picture gets a little blurry.
Also, does it make sence to combine normal methods with post processing methods (a lot of games allow for it)? Or should it be either or?
Thanks!!!