Hi!
I am doing my rendering engine.
It contains GBuffer that has no subsamples (only 1 sample per pixel).
I added FXAA post-processing filter and it works good.
I decided to do better and after some research found SMAA filter.
SMAA filter has several modes: 1x, S2x, 4x;
1x works with only 1 sample/pixel, but S2x and 4x are require input texture to be MSAA 2x.
And now I get lost.
Does it mean that all textures inside my GBuffer (Normal texture, Diffuse, Specular, Emissive, HDR light accumulator, and HDR output) should be MSAA 2x also?
I can't understand: after geometry pass, would subsamples in Normal, Diffuse, Specular... textures contain information of different geometries?
In other words: in light pass, would it be possible to run on sub-pixel level of GBuffer or all geometry information will merged to per-pixel data right after geometry pass?
Are there some caveats I should be aware of before moving GBuffer to be MSAA 2x?
Or should I do something different in order to achieve SMAA 4x quality with reasonable performance impact?
Has anyone implemented engine with GBuffer and SMAA?
How does it look like (stages+main textures with or without MSAA)?
It seems I came to a point where tutorials are no longer source for further information
Thanks in advance.