Anti-aliasing: Difference between revisions
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Its main drawback it's that it blurs the final image, so textures will look less sharp. | Its main drawback it's that it blurs the final image, so textures will look less sharp. | ||
Regular {{Source|4}} doesn't have support for it but as FXAA is a '''postprocessing effect''', it can easily be implemented like with the [[Source shader editor]] or with '''[https://reshade.me/ ReShade]'''. | Regular {{Source|4}} doesn't have support for it but as FXAA is a '''postprocessing effect''', it can easily be implemented like with the [[Source shader editor]] or with '''[https://reshade.me/ ReShade]'''. | ||
{{Note|ReShade versions after v5 are not compatible with DX9 based Source games. Use 4.9.1 instead (download mirror [https://www.mediafire.com/file/wdfnrzhsk0bea07/ReShade_Setup_4.9.1.exe/file here]).}} | |||
===TAA=== | ===TAA=== |
Revision as of 15:03, 2 February 2024
Anti-aliasing is a graphics technique extensively employed in Valve's video games, such as those in the
Half-Life series, as well as in other software applications developed by Valve, including
Steam and
Source Filmmaker, etc. This technique is utilized to enhance the visual quality and reduce the jagged edges, or jaggies, that can appear in computer-generated imagery.
Computer monitors are essentially a large grid of squares that can be set to any color or brightness. As such, it is impossible to draw a perfectly straight line, because no matter how many squares there are, it will never be able to make a perfectly smooth diagonal. This creates a stair-step pattern that is very noticeable the lower the resolution is, which is often referred to in the Video game world as "Aliasing". Spatial anti-aliasing, often referred to simply as Anti-aliasing, is designed to combat the problems of aliasing. In simple terms, Anti aliasing is designed to smooth out that stair-step pattern in images and make them look less pixelated, while not changing the resolution of the final image.
Overview
MSAA
MultiSample Anti-Aliasing (MSAA) was the gaming industry standard of Anti-aliasing, and as such is the only version available in all
Source games before
Counter-Strike: Global Offensive. Essentially, if a polygon is crossing a multisample point, or subpixel, it detects how many of its neighboring points are also being intersected, then takes the color of that polygon and adds it over the existing image to create a slightly smother line. This creates a smoother line, but does not completely remove the stair-step pattern. This is usually sufficient for most users, however.
All Source games contain 4 different settings of MSAA, which include:
- 2x
- 4x
- 6x(only in
Source 2004)
- 8x
What this does is add more subpixels to a specified location and increases the accuracy of the multisampling, at the cost of performance
FXAA
Fast Approximate Anti-Aliasing (FXAA) is a post-processing effect with a low performance cost. The main advantage of this technique over regular anti-aliasing is that it does not require alot of computing power. And also its capable of smoothing out alpha blended textures.(aka Transparent textures).
Its main drawback it's that it blurs the final image, so textures will look less sharp.
Regular
Source doesn't have support for it but as FXAA is a postprocessing effect, it can easily be implemented like with the Source shader editor or with ReShade.

TAA
Temporal Anti Aliasing (TAA)
is a spatial anti-aliasing technique that combines information from past frames and the current frame to smooth the current frame.
TAA, each pixel is sampled once per frame but in each frame the sample is at a different location within the pixel. Pixels sampled in past frames are blended with pixels sampled in the current frame to produce an anti-aliased image.
While being cheaper to calculate then MSAA its main drawback is that it can cause ghosting and blurrines to the image(Example here).
The only source engine game that supports TAA is Apex Legends.
CMAA
Conservative Morphological Anti Aliasing (CMAA)
is an image based, post processing technique. CMAA uses 4 main steps to reduce aliasing:
- Color break detection
- Locally dominant edge detection
- Simple shape handling
- Symmetrical long edge shape handling.
CMAA is only supported in some Source 2 games.



Media
Support
GoldSrc
Source
Source 2
Game | FXAA | MSAA | TAA | CMAA |
---|---|---|---|---|
![]() |
NO | YES | NO | YES |
![]() |
NO | YES | NO | NO |
![]() |
NO | YES | NO | NO |
![]() |
N/A | N/A | NO | NO |
Console commands
Source 2013 games and older source engine games have two console commands dedicated to Anti-aliasing:
- mat_antialias (0-8)
- Goes from 0x to 8x MSAA.


- mat_aaquality (0-4)
- It was used to set CSAA antialiasing settings.

