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Different GPUs offer different types of anti aliasing [AA], which is the smoothing out of jaggies that appear on edges of surfaces in games. Let's look at the most common types of anti aliasing and it's explanations:  


Anti aliasing explanation
Exemple of two photos, one use anti aliasing and the other don't

Full Scene AA FSAA, or [AA]:

The most basic type of AA, this is sometimes called super-sampling. It involves rendering a scene at higher resolutions and then down-sampling the final image for a smoother transition between pixels, which appears like softer edges on your screen. lf you run 2XAA,thescene will be calculated at double the resolution, and 4X AA renders it at four times the resolution, hence a massive performance hit.

Multi-Sample AA [MSAAI]: 

This is a more efficient form of FSAA, even though scenes are still rendered at higher resolutions, then down-sampled. It achieves this efficiency by only super-sampling pixels that are along edges; by sampling fewer pixels, you don't see as much of a hit as with FSAA.

Fast Approximate AA [FXAA]: 

This is a shader-based Nvidia cration designed to allow for decent AA with very little to no performance hit. It achieves this by smoothing every pixel onscreen. incluuding those born from pixel shaders, which isn't possible with MSAA.

TXAA: 

This is specific type to Kepler GPU sand combines MSAA with post-processing to achieve higher quality AA,pixelsng, but it's not as efficient as FXAA.

Morphological AA [MLAA]: 

This is AMD technology that uses GPU-accelerated compute functlonality to apply AA as a post-processing effect as opposed to the super-sampling method.

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