Spatial anti-aliasing

Software concept

Uses some form of spatial anti-aliasing (not texture anti-aliaising).

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game
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platform

Alternate names: Full-scene anti-aliasing
Name variations: FSAA

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).

Popular tags

cdrom

Child 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

919293949596979899000102030405060708091011 41230 ABCD
A1991 - SSAA published(?)
B2009 - FXAA published
C2010 - NFAA published
D2011 - DLAA published
2011 - SMAA published

The first Spatial anti-aliasing video game was released on July 31, 1999.

Platforms

Windows 1