yet it had to come back and implement it again because post process AA was not the answer to everything.
My initial reaction to this coming from someone who is not an engine programmer, was that if i were playing all these games in the past and they had all kinds of decals working just fine in lit, unlit and just about everywhere else, then it confused the hell out of me why i would be facing this problem inside an engine created in this day and age whi h went out of its way to implement forward.
its like someone woke up one morning and said to the world okay guys we are all going to be “physically accurate now”, thats great but can i still cheat and art direct while keeping performances in check? Turns out just to fake a shadow now you need to scratch your left ear with your right hand.
This is why i sometimes look at unity and would like to have some of its features here, they are doing a good job creating a hybrid renderer.
All this took me on a spin from first figuring out that there are in fact two shortcomings, one of which i was able to tackle through a loong and unnecessary workaround because it is simply not implemented by default and this other issue which will stay.
coming back to post process AA. Can it in theory be said that one can implement msaa for everything and post process AA just for the passes in question. In this case on stencil and scene depth, and have the two work together in unison?