✨ Graphics & rendering

MSAA (multisample anti-aliasing): what 2×/4×/8× mean and why modern games dropped it

MSAA (multisample anti-aliasing) is a hardware anti-aliasing technique that stores several coverage/depth samples per pixel but runs the pixel shader only once, smoothing geometry edges at a fraction of supersampling's cost. It was the standard AA in the DirectX 9–11 era and is still found in racing and simulation games and in VR.

multisampling · MSAA 4x · MSAA 8x

📅 Updated 👥 FPSHQ Team · methodology

No AAWith AApixel stepsintermediate shades
Anti-aliasing removes the staircase on slanted edges

Key figures

From the FPSHQ database, as of Oct 14, 2026

22games with ray tracing
4games with path tracing
58%FPS with RT vs ultra (model)
58%FPS with RT vs ultra (measured)

How multisampling works

With MSAA 4× the GPU keeps four depth and coverage samples per pixel. When a triangle edge crosses a pixel, the hardware records which of the four sample points are covered and blends the shaded colour accordingly: a pixel half covered gets 50 % of the edge colour. Interior pixels are shaded once, so the cost is mostly memory bandwidth and the resolve pass, not shader work.

The result is clean, stable edges without blur, which is why racing sims and flight simulators still offer MSAA: thin wires, car bodies and cockpit frames look crisp.

Why it disappeared from AAA games

MSAA only treats geometry edges. It does nothing for shader aliasing (specular shimmer), alpha-tested textures (foliage, fences) or ray-marched effects, which dominate modern scenes. Deferred rendering makes it worse: the G-buffer must store every sample, multiplying memory and bandwidth — MSAA 4× can cost 30–50 % of FPS in a deferred engine versus 10–20 % in a forward one.

TAA covers all those cases for 1–3 % of FPS, so engines switched. Unity URP and some mobile engines keep MSAA because forward rendering and tile-based GPUs handle it cheaply.

Settings advice

At 4K MSAA 2× is usually enough; at 1080p 4× is the sweet spot. Driver-forced MSAA for old games works only with forward-rendered titles.

SettingEdge qualityTypical FPS cost
MSAA 2×good5–15 %
MSAA 4×very good10–30 %
MSAA 8×marginal gain over 4×20–50 %
MSAA + TAAbest of both (rare)sum of both
FPSHQ

On your PC

Enter your GPU (and CPU) — we calculate the effect of "MSAA" with the unified FPSHQ model using Cyberpunk 2077 as the example.

Save your PC in the account · Detect hardware with the app · Unified FPSHQ model estimate, not a measurement.

Where to use this on FPSHQ

Forum discussions

No topics with this term yet — be the first to ask.

In short

What is MSAA?

MSAA (multisample anti-aliasing) is a hardware anti-aliasing technique that stores several coverage/depth samples per pixel but runs the pixel shader only once, smoothing geometry edges at a fraction of supersampling's cost. It was the standard AA in the DirectX 9–11 era and is still found in racing and simulation games and in VR.

games with ray tracing
22
games with path tracing
4
FPS with RT vs ultra (model)
58%
FPS with RT vs ultra (measured)
58%

FAQ

Is MSAA better than TAA?
For geometry edges in forward-rendered games — yes, sharper and no ghosting. For modern deferred games TAA wins because MSAA misses shader and texture aliasing and costs far more.
Why is MSAA so demanding?
It multiplies depth/colour samples per pixel; in deferred engines the whole G-buffer is multisampled, which hits memory bandwidth hard.
Is MSAA 8× worth it?
Rarely: the visual difference from 4× is small while the cost nearly doubles.
Which games still use MSAA?
Racing and flight sims (Assetto Corsa, DCS, iRacing), many VR titles, Unity URP projects and older DX9/DX11 games.

Sources

FPSHQ Team · methodology · methodology · Updated

✏️ Found a mistake? Suggest an edit

Edits are moderated. Say what to fix and, if you can, add a source (NVIDIA/AMD/Intel docs, the game developer).

Get the FPSHQ app — it detects your hardware and shows FPS in your games.

💻 Windows app