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User:RaTcHeT302/AA

From PCGamingWiki, the wiki about fixing PC games

Traditional methods

Better image quality than most post-processing methods but more resource intensive.

Super-Sampling Anti-Aliasing (SSAA)

Also known as FullScreen Anti-Aliasing (FSAA).
Applies the general anti-aliasing formula to fullscreen images (could use a reference to something that can explain this), reducing the "staircase effect" (do you mean jaggies? jaggies is a bit easier to understand).
Extremely resource intensive, but provides higher quality results than MSAA. unsupported, replaced by MSAA, still used in some games.[1]

Multi-Sample Anti-Aliasing (MSAA)

A lower quality and less resource intensive version of SSAA.
Optimized to -- the process by evaluating each pixel only once, with true super-sampling only occurring at the edges of a rendered object, and to depth values. Similar but less drastic improvement in visual quality while being less intensive at high resolutions.[2]

Coverage Sampling Anti-Aliasing (CSAA)

QCSAA variant is supposed to increase the quality even further
GeForce 8000 series and higher (Nvidia exclusive)[3]
Higher quality, less intensive than MSAA (8x-16x, 4x msaa). It does this by reducing the number of settings each sample determines (by creating a new sample for coverage) whilst increasing the overall number of samples.
Maxwell based cards such as GTX 750 Ti and GTX 800M/900 series removed the support[4]

Quincunx Super Anti-Aliasing (QSAA) (NVIDIA)

Improves on standard MSAA somewhat. For example, 2x QSAA roughly equates to 3x MSAA in terms of quality.[5]

Enhanced Quality Anti-Aliasing (EQAA) (AMD)

Limited to the HD 6900 series and higher.[6]
adding more coverage samples per pixel but keeping the same number of color/depth/stencil samples to achieve better quality than standard MSAA modes.[6]

Hybrid Sampling Anti-Aliasing (HSAA)

A hybrid between MSAA and SGSAAA.

Sparse Grid Super-Sampling Anti-Aliasing (SGSSAA) (NVIDIA)

Limited to the GeForce GTX 400 series and higher.
A higher quality version of SSAA and other methods for a higher performance cost.
Comes in two forms: FSSGSSAA (Full Scene Sparse Grid Supersampling Anti-Aliasing) and TRSGSSAA (Transparency Sparse Grid Supersampling Anti-Aliasing).

Temporal Anti-Aliasing (TAA)

Used to lessen or remove the effects of temporal anti-aliasing.Temporal anti-aliasing</ref>

Temporal Anti-Aliasing (TXAA)

(Does this behave like a replacement to FXAA, with effects similar to MSAA? Read somewhere, unsure if correct.)

GeForce GTX 600 series and higher (Nvidia exclusive)[7]
Film–style technique designed specifically to reduce temporal aliasing (crawling and flickering seen in motion when playing games)
Combines the raw power of MSAA with sophisticated resolve filters similar to those employed in CG films to produce a smooth image.[8]

Hybrid Reconstruction Anti-Aliasing (HRAA)

Hybrid solution of hardware sampling, postprocessing, temporal and analysis[9]

Temporal Super-Sampling Anti-Aliasing (TSSAA)

Also known as TMAA
Applies anti-aliasing not only to the current frame but also to some frames that were rendered before, restoring the old positions of pixels by using their velocity. This creates smoother and more cinematic images in the game, while only slightly increasing the load on your video card.[10]

Multi-Frame Anti-Aliasing (MFAA)

GeForce GTX 900 series and higher (Nvidia exclusive)[11]
According to Nvidia it reduces performance cost while used with high resolutions and is more flexible to needs of different game engines due to its programmability.[12]
One note of importance is that MFAA doesn't function properly below 40FPS. Below that threshold, MFAA causes smearing and blurring in motion.[13]
  1. Supersampling
  2. Multisample anti-aliasing
  3. CSAA (Coverage Sampling Antialiasing) article - Nvidia.com - last accessed on 2016-4-29
  4. New nVidia Maxwell chips do not support fast CSAA - Real Hardware Reviews - last accessed on 2016-4-29
  5. MSAA and QSAA thread - Overclockers - last accessed on 2016-4-29
  6. 6.0 6.1 EQAA Modes for AMD 6900 Series Graphics Cards (PDF document) - last accessed on 2016-4-29
  7. TXAA supported GPUs on GeForce.com - last accessed on 2016-4-29
  8. TXAA Technology on GeForce.com - last accessed on 2016-4-29
  9. HRAA Siggraph 2014 (PPT document) - last accessed on 2016-4-29
  10. Update 9.9: Graphics Changes - World of Tanks - last accessed on 2016-4-29
  11. MFAA supported GPUs on GeForce.com - last accessed on 2016-4-29
  12. Technology of MFAA on GeForce.com - last accessed on 2016-4-29
  13. NVidia Anti-Aliasing Guide (updated) thread - Guru3D - last accessed on 2016-4-29