Unity 6 - Spatial-temporal post-processing (STP)

Whitehurst is a smart guy and I think he can figure out the game engine business (which is different from the games industry).

Unity has to downscale and focus on its strengths if they want to become profitable again.
 
As for the last statement, it may have been viable in the past to employ some sort of heuristic (multiple fragments/depth discontinuities/etc) or edge detection algorithm to handle MSAA pixels but with Nanite we can't rely on such clever methods to skip much of the work anymore ...
Bit of a necro, but I stumbled on this blog which suggests stochastically redistributing G-buffer samples from a quad when you get two surfaces inside a pixel. Interesting way to retain regularity.

You could probably do something similar in nanite, use a Z-buffer at 4x resolution with 30 bit for depth and a 2 bit index to select a sample from a quad in the visibility buffer. Keep the visibility buffer at 1x resolution, but add a coverage mask. Goes from 64 bit per pixel to 128 bit per pixel, but you get MSAA (approximately).
 
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