Hello,
I am working on a Deferred Shading Engine, which actually uses MSAA for Antialising. Apart from the big G-Buffer ressources its working fine. But the intention of my engine is not only realtime-rendering as also render Screenshots as well as Videos. In that case I've enough time to do everything to get the best results. While using 8x MSAA, some scenes might still flicker.. especially on vegetations. Unfortunately 8x seems to be the maximum on DX11 Hardware, so there is no way to get better results, even if don't prefer realtime.
So finally I am looking for a solution, which might offer an unlimited Sample count. The first thing I thought about was to find a way to manually manipulate MSAA Sample locations, in order to be able to render multiple frames with different patterns and combining them. I found out that NVIDIA did something equal with TXAA. However, I only found a solution to use NVAPI, in order to change sample locations. https://mynameismjp.wordpress.com/2015/09/13/programmable-sample-points/
While I am working on .NET and SlimDX I've no idea how hard it would to implement the NVIDIA API and if its possible to use it together with SlimDX. And this approach would be also limited to NV.
Does anyone have an idea or maybe a better approach I could use?
Thanks, Thomas
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