I've been developing a brand new set of shaders that can accept both traditional and physically based parameters. I'm testing a lot without diffuse textures to see how the lighting looks, so only rendering with a normal map and a gray texture for diffuse map. And a AO map.
But I've been noticing some pretty bad shader aliasing:
http://dl.dropboxusercontent.com/u/45638513/rs05.png
So I decided to implement as an experiment full lighting shader surface super-sampling antialiasing solution. Obviously, since this is surface supersampling, post-processing AA like FXAA/SMAA is not needed and neither is Toksvig AA or any other specular AA solution. But geometry borders are not affected by surface supersampling, so for best results traditional MSAA should be used.
Here is the same shot with ridiculously high SSAA:
http://dl.dropboxusercontent.com/u/45638513/rs06.png
For real games something like this might work on dual Titans or whatnot, but average consumer level GPU will tank.
Here is a more normal example: Before:
http://dl.dropboxusercontent.com/u/45638513/rs07.png
After, with SSAA 4x:
http://dl.dropboxusercontent.com/u/45638513/rs08.png
For these screenshots I did not SSAA the AO map. I did implement this later but found that there is almost zero difference, so I wouldn't recommend it.
As said before, SSAA does not need specularity AA. Before with diffuse:
http://dl.dropboxusercontent.com/u/45638513/rs09.png
After:
http://dl.dropboxusercontent.com/u/45638513/rs10.png
Closeup before: http://dl.dropboxusercontent.com/u/45638513/rs11.png
Closeup after: http://dl.dropboxusercontent.com/u/45638513/rs12.png
Closeup after with SMAA: http://dl.dropboxusercontent.com/u/45638513/rs13.png
I'll do some heavy duty tests with a batch count of about 2500 and no instancing comparing no AA with only SSAA 4x to see if this is doable in real time.