Anti-Aliasing Methods in CryENGINE 3
Tiago Sousa – August 29, 2011
Real time rendering Anti-Aliasing has been for many years depending on a set of strict rules imposed by graphics hardware. When rendering technology deviates from the golden standard, for which hardware was originally designed, issues arise, which require effort and workarounds, introducing complexity, increased memory footprint and performance penalties. For CryENGINE 3 and in this lecture, we explore different alternatives allowing sub-pixel accuracy and which are orthogonal to a multiplatform environment, from performance, video memory and implementation perspective.