Some devs have used the MSAA remapping trick so as to have access to those multisamples in order to perform the lighting shader across the entire set of samples. However, in Crytek's case, I gather they are trying to save on that sort of work, so they're only performing the lighting on the half-res target then using the remap to get back up to full res.
I imagine the main artifacting (if not only) will be on edge discontinuities where the two multisamples are different. How it looks in motion is difficult to say.
It'll be interesting to see how the temporal AA blending will figure into this.
I imagine the main artifacting (if not only) will be on edge discontinuities where the two multisamples are different. How it looks in motion is difficult to say.
It'll be interesting to see how the temporal AA blending will figure into this.