You can blend the new frame with last rendered frame (half pixel shifted offset), but this causes severe image ghosting with moving camera/objects limiting the technique usefullness. If the game can achieve solid 60 fps, it's usually better just to let the eyes do the blending themselves. 60 fps (half pixel shift every other frame) is enough to fool human eye and no distracting shimmering can be seen. Also all TV sets (and monitors) have some pixel lag, so the last frame pixels will slightly also blend together with the new pixels before being sent to the eye. Temporal AA looks good on static or slowly moving scenes, but the aliasing effect is no longer visible if the camera moves more than few pixels every frame (if blending is used you just see the ghosting and no AA at all, if no blending is used you just see the scene without AA).



There are many alternative temporal antialiasing methods that work perfectly on moving camera/objects. Reverse re-projection is one of them. For each rendered pixel, you calculate the position of the same surface pixel in last frame by utilising last frame model and view matrices (and sample the last frame back buffer texture at that position). This method is comparable to 2xSSAA, but affects only surfaces (not edges). The technique is most useful in hiding pixel shader based aliasing (caused by various parallax mapping techniques, shadow map sampling, negative lod bias shimmering, etc, etc). MSAA techniques do not anti alias polygon surfaces at all (leaving all aliasing caused by pixel shader and sampling). Like SSAA, all temporal aliasing techniques also antialias stencil buffer based effects (stencil shadows, etc).

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