This post discusses the implementation of multisampled anti-aliasing (MSAA) on hardware with Tile-Based Rendering (TBR) architecture. It explains the benefits of using MSAA and provides guidance on how to achieve it efficiently on both Vulkan and OpenGL ES platforms.
•9m read time• From medium.com
Table of contents
Multisampled Anti-aliasing For Almost Free — On Tile-Based Rendering HardwareOverviewOn the Hardware LevelIn VulkanIn OpenGL ESConclusionSort: