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Source:https://github.com/SoraKumo001/next-streaming

⬅️ AAA – Analytical Anti-Aliasing
FrostKiwi 1 daysReload
Thanks for sharing! Author here, happy to answer any questions.

vanderZwan 19 hoursReload
Tangent: my biggest problem with AA is something adjacent to it, which is that almost none of my games bother explain what the differences are between the different abbreviations available in the settings, half of which are completely unknown to me. Like, sure, I can look them up but a little bit of user-friendliness would be appreciated.

This article will probably help for future reference though!


amjoshuamichael 22 hoursReload
Graphics programming analysis done using examples written in WebGL–genius. Hypertext that takes full advantage of the medium. This reminds me of something I'd see on https://pudding.cool/, but it goes far more in depth than anything there. Absolutely fantastic article.

I've been using MSAAx4 in my rendering engine for some time and only recently have considered switching to a FXAA / TAA implementation. I'm actually not sure I'm going to go through with that now. I definitely learned a lot here, and will probably use the analytical approach for UI items, I hadn't heard about that anywhere.

Not often you see graphics-programming stuff on HN. For anyone interested in more graphics write-ups, this list of frame breakdowns is one of my favorite resources:

https://www.adriancourreges.com/blog/


TinkersW 5 hoursReload
It is well presented, but I think the part attacking TAA will lead to confusion, as SDF AA is in no way an alternative to TAA.

TAA covers all types of aliasing, while this only covers edge aliasing.

Many modern games use monte carlo based approaches for indirect lighting and other effects, which basically requires TAA.


apexalpha 21 hoursReload
Those frames with the circle and zoomed bit are a fantastic way to convey this message, well done the whole article reads great.