Upscaling Technology Has Become A Crutch

This technique : Algorithmic anti-aliasing of specular highlights
implemented in velvet assassin
This game was made in 2009 when there was no such thing as RT on GPUs. I'm talking about RT specular noise. Not rasterization noise that is using screenspace to solve everything.

Theres also : Screen Space Specular Anti Aliasing (watch the video)
I know Anton K..

This technique makes derivatives of a half-angle vector thus making the specular highlight larger than it's original intent. I may *want* my specular highlight very close to zero especially if it's going to be a contribution for glass or water. It's also a 2D computation and ignores the z-component of the vector assuming things are done in screen-space. Finally this type of AA algorithm can be done using the other AA techniques like DLSS, TAA, etc.. without the overhead math operations.
 
It's expensive in memory and requires special care for some rendering techniques, and it's not really performing better than other methods. Why use it when the upsides are not much better than the downsides?
Whilst I can't currently see any basis of implementing the technique with deferred renderers, the idea of being able to explicity decouple sampling of visibility and shading is conceptually much more simple/elegant (no failure cases) than temporal reuse ...
VR games are just like mobile games, performance limited and last gen looking. 95% of games on Mobile and VR have no more than a one or two light sources lighting the scene, which is why they chose Forward/Forward+.
Forward rendering did see a decline in high-end real-time rendering but light count scalability wasn't the underlying reason you believe this to be. Modern incarnations of forward rendering that we know of can scale well enough with high lighting density ...
What techniques? And where has it been implemented?
There are countless numbers of games alone using toksvig or some combination thereof to filter their normal maps. We know recent CoD games have a custom spec/gloss AA solution and Unity's HDRP implements this method ...
 
Whilst I can't currently see any basis of implementing the technique with deferred renderers, the idea of being able to explicity decouple sampling of visibility and shading is conceptually much more simple/elegant (no failure cases) than temporal reuse ...

Well, apparently the potential upside is not good enough, and that's why most game engines prefer to use the current prevailing solutions. The fact that very few games today still using MSAA is quite telling.
 
Well, apparently the potential upside is not good enough, and that's why most game engines prefer to use the current prevailing solutions. The fact that very few games today still using MSAA is quite telling.
Well that's an implementation issue rather than a design flaw with MSAA. There are other contexts where it does make sense and/or much easier to exploit MSAA to directly sample visibility over methods that don't have any tight relationship to graphics theory nor fix the underlying problem itself ...
 
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