No, it doesn't. Supersampling doesn't even solve the aliasing problem with alpha textures as well as changing to an alpha blending algorithm (though this does require depth-sorting all alpha-blended surfaces).CosmoKramer said:Yes of course SS is costly, primarily in fill-rate (including shader fill-rate) but it gets the job done while reducing all types of aliasing mentioned in this thread.
Put simply, supersampling is a dumb, brute force method. There are pretty much always going to be more efficient methods to antialias surfaces than supersampling.
Now, it would be nice to allow a per-surface supersampling/multisampling toggle, as this would be much less performance-intensive if a game doesn't have too many surfaces that need the extra anti-aliasing to look good. This would probably be the best solution for most shaders that, like alpha textures, would require depth sorting for antialiasing in the shader.
But global supersampling? No, we definitely don't want that.