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why deferred shading is incompatible with MSAA in directx9[resolved]

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I learn about it is a restriction of implement deferred shading on directx9.... I want to know the reason about this.rolleyes.gifrolleyes.gifmellow.gif thank you!!!laugh.giflaugh.gif

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The problem is that the pixels in some of the deferred render targets won't contain values that will look correct when they are calculated as the average of several input pixels. Normals for example will often end up pointing in completely the wrong direction if you simply average two of them. This means instead of improving rendering quality MSAA can make it worse, as well as reducing performance.

The solution is generally to apply antialiasing in post-processing. You can find one way of doing that at http://www.realtimerendering.com/blog/morphological-antialiasing/

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Two big reasons:

1. You can't enable MSAA when you're using multiple render targets

2. You can't access the individual subsamples of an MSAA render target

You need both of those things to use MSAA with deferred rendering.

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