#FXAA
Thank you, guys !! I found the issue. I'll post it here just in case anyone else runs into this issue. #ffxiv
May 29, 2025 at 9:58 PM
Here are super simple breakdowns of #FXAA, #SSAA, #MSAA & #TXAA most commonly used anti-aliasing methods in games.

#gamedev #unity3d #unrealengine #godot #antialiasing
February 6, 2025 at 9:30 AM
Is FXAA real? Did we loose FXAA to time? What the hell happened to FXAA, where did we put it? Is FXAA actually lost media?
September 3, 2025 at 12:30 AM
I compensated by truncating the vals and enabling FXAA to hide the rogue pixels, but this really isn't a fix long term.

May have to use another channel now that retains float detail, like anistropic. I wish I could just output to my own custom buffer.

I also updated Clover's hair mesh.

#CherubDev
March 17, 2026 at 5:47 PM
FXAA gf
March 21, 2024 at 9:28 PM
Experimenting with FXAA in Defold:
December 28, 2025 at 8:21 PM
A deep dive into #AntiAliasing! #SSAA, #MSAA, #FXAA, and more explained in detail with gifss and interactive demos.
Link in reply.

#gamedev #unity3d #unrealengine #godot #indiedev
February 17, 2025 at 9:15 AM
"método MSAA/FXAA/SMAA" claro pode crer mano. pode botar ai sim qualquer um
March 5, 2025 at 3:29 AM
Crocotile 3d v2.4.9 is now available!
🐊 crocotile3d.com

This adds fxaa effect for anti-aliasing, minFilter/magFilter material properties for texture filtering, and a couple bug fixes!

#lowpoly #pixelart #indiedev #3d
January 15, 2025 at 11:31 PM
ofcourse dlss cant fix any of the sights in the game cause it lacks motion vectors. well, back to fxaa. i hate shimmering and jaggies but i do need to aim in this game.
May 29, 2026 at 9:47 PM
FXAA? SMAA? :D
November 27, 2024 at 3:29 PM
Oh btw those trees are Non Nanite, Non Lumen, FXAA. Cause we just hate bad perfs and temporal accumulation in this house.
June 20, 2026 at 9:23 PM
*I* have found out that antialiasing in Digimon Time Stranger is BROKEN, and put together this gif.

IF YOU USE FXAA, IT WILL TEAR THE ENTIRE SCREEN APART DIAGIONALLY.

(Disabling FXAA mitigates this diagonal tear across the screen, but it is still there at high resolutions.)

#digimon #digiwtf
January 4, 2026 at 9:34 PM
slapped together a little exp(-absorption * depth_diff) for the liquid volumes

dropped MSAA to make this straightforward, FXAA is fine for the art style

#gamedev #indiegamedev #indiegames
April 12, 2026 at 3:24 PM
All the details were turned to low with fxaa
August 26, 2025 at 10:57 PM
1080p is literally fine. FXAA is fine. Every individual ray of light not being actively traced is fine. We've lost the plot so bad on this stuff.
June 25, 2026 at 6:17 PM
focused a lot on tidying up the SSAO and other rendering bugs, and also implemented FXAA+MSAA

everything's starting to look nice now. not perfect, but a lot closer

#gamedev #indiegamedev #indiegames
March 24, 2026 at 9:22 PM
choosing between taa and fxaa when there is no dlaa or dlss
September 17, 2026 at 5:06 AM
FXAA wins again
October 4, 2025 at 10:05 PM
- not working some CEM and CIT models, FXAA
- fixed text colors
October 28, 2024 at 9:34 PM
sorry I felt inspired to do the FXAA version of this post
bsky.app/profile/rena...
March 17, 2025 at 11:37 PM
How clean is your edge?

Short Unity test ⚒️
HDRP only. We toggle No AA, FXAA, SMAA, TAA, and DLSS.
Same scene and bloom. Only AA changes.
Focus on emissive glow and very thin lines.
No verdict, just the view.

#unity3d #gamedev #indiegamedev
September 16, 2025 at 3:29 PM
so many graphics devs are turning into complete cranks as they age. the guy who made fxaa and was a primary contributor to FSR is a Tulsi Gabbard weirdo and also COVID vax truther (he talked about ivermectin a few months ago!). several others are the most divorced women-hating men you'll ever meet
August 1, 2026 at 2:33 AM
Supersampling, FXAA and Native. Can you tell which is which? 👀
#IndieGame #Indiedev #GodotEngine #Gamedev
November 8, 2024 at 7:16 PM
<--weirdo who likes FXAA
May 22, 2025 at 6:00 PM