» Wed May 30, 2012 3:56 am
The Nanny is correct, MSAA doesn't work on transparent/alpha textures by design because it uses differences in the depth of geometry on objects to determine what to apply AA to and only applies it to edges. Transparent textures are just that, textures that don't have geometry to determine beginning and end-points, just portions that are opaque/translucent or transparent. You need either TAA (transparency AA for Nvidia) or AAA (adaptive AA for AMD) which are specifically designed to handle transparent textures by sampling them multiple times and compositing the image. TAA can be very performance expensive though, especially TSAA (transparency supersampling AA), and can be around the same performance hit as the base MSAA mode.
But personally, I would recommend FXAA. It carries a much smaller performance penalty (~10%, shader dependent) compared to MSAA and TAA at the cost of slight blurring of your image. But it handles AA on everything in the scene incredibly well, on geometry, shaders, transparencies, textures, everything.