Wonderful blog with embedded WebGL examples. Kudos!
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I'd rather have nice sharp jaggies. Antialiasing tends to give me the impression that someone's smeared my screen with Vaseline.
I acknowledge that this is a minority preference, and the algorithms involved in antialiasing are interesting even if I don't like the product.
Not all AA are the same. The vaseline smear you complain about is just Temporal AA. See https://www.reddit.com/r/FuckTAA for more info.
Not all game engines need to use TAA, and usually is just because the devs were cutting corners.
Writing an entire article about AA and the saying at the very end that woah our technique beats all the others! Well except DLAA but we're just going to ignore that.
Your solution means nothing if it can't be integrated easily into an engine with minimal performance cost. I don't see that happening with this type of AA that the article is trying to sell.
Exceptionally well written and interesting blog post. Kudos to FrostKiwi!
great blogpost!