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The article claims that deferred rendering doesn't support MSAA, but this is only true for a naive implementation.

You can, for example, generate a stencil mask of complex pixels in the prepass and use hierarchical early stencil reject to run a per-sample pass for complex pixels and a per-pixel pass for non-complex pixels (with imperfect SIMD lane utilization).

You can also use a pass to process the complex pixels mask and collect a buffer of (x, y, sample) coordinates to allow a later single hybrid per-pixel/per-sample compute shader pass with perfect SIMD lane utilization.




Interesting, I thought about this in the past but assumed it would be too slow. Do you know of any titles that have shipped with that technique?


Noted!




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