Anti-aliasing still functions, though its effectiveness depends on the situation and settings.
Anti-aliasing still functions, though its effectiveness depends on the situation and settings.
I can admit it honestly, the AA in older titles tends to perform better than in newer ones. I was trying to recall which game I played back when the AA felt so strong and flawless—specifically the original Dirt from 2007 that my dad owned. I think they definitely had to design it this way to achieve such results. The sepia look and the frequent use of bloom effects are very characteristic of 2007, but from an AA perspective, it shows how much could be improved in today’s more modern games.
The most recent test I ran with AA used Fallout 4 in 4K. Some areas of the image work well without AA, while others benefit from TAA. It's a bit of a decision. When Dragon Quest XI goes on sale, I'll grab it. You've piqued my interest.
The PCGW guide outlines several ways to adjust settings in the .ini file to enhance anti-aliasing. SSAA tends to produce visible improvements, though even the TAA setting is likely superior to the game’s built-in FXAA. It seems your hardware isn’t an issue—just a game that offers limited anti-aliasing choices.
For Unreal Engine 4 titles, you might also experiment with this edit to reduce TAA flicker. I’m uncertain if it will have any effect or be noticeable.
It really hinges on the specific game. In certain titles I prefer skipping anti-aliasing entirely since it doesn’t bother me, while others I opt for enhanced transparency options in NV settings. Mostly I favor taa+fxaa, though this often varies with other adjustments like AO, VXAO, motion blur, and AF. I haven’t encountered a game where these techniques failed completely. Fascinating—I believe I managed to improve performance by enabling enhance aa and transparency in Tekken 7 (which is version 4).