Spatial anti-aliasing
Software concept
Uses some form of spatial anti-aliasing (not texture anti-aliaising).
1
game
1platform
Alternate names: Full-scene anti-aliasing
Name variations: FSAA
WIN 1999-07-31
Should only be used in games where this is unusual, such as games that have only software renderer.
Flash games should be ignored since anti-aliasing is integral part of the format.
Two of the most common techniques - due to their simplicity and availability early on - were supersampling (SSAA or FSAA; rendering at higher resolution and then resampling it to the final display resolution) and its later variation of multisampling (MSAA; supersampling but only for part of the image/scene).
Flash games should be ignored since anti-aliasing is integral part of the format.
Two of the most common techniques - due to their simplicity and availability early on - were supersampling (SSAA or FSAA; rendering at higher resolution and then resampling it to the final display resolution) and its later variation of multisampling (MSAA; supersampling but only for part of the image/scene).
Popular tags
cdromChild groups
Morphological Anti-Aliasing, Directionally Localized Anti-Aliasing, Fast Approximate Anti-Aliasing, Multisample Anti-Aliasing, Coverage Sampling Anti-Aliasing, Temporal Anti-Aliasing, Supersample Anti-Aliasing, Enhanced Subpixel Morphological Antialiasing, Normal Filter Anti-Aliasing, Enhanced Quality Anti-Aliasing, Multi-Frame Sampled Anti-Aliasing, Conservative Morphological Anti-Aliasing
Games by year
A | 1991 - SSAA published(?) |
B | 2009 - FXAA published |
C | 2010 - NFAA published |
D | 2011 - DLAA published 2011 - SMAA published |
The first Spatial anti-aliasing video game was released on July 31, 1999.
Platforms
Windows | 1 |
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