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
Key figures
From the FPSHQ database, as of Oct 14, 2026
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.
| Setting | Edge quality | Typical FPS cost |
|---|---|---|
| MSAA 2× | good | 5–15 % |
| MSAA 4× | very good | 10–30 % |
| MSAA 8× | marginal gain over 4× | 20–50 % |
| MSAA + TAA | best of both (rare) | sum of both |
On your PC
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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?
Why is MSAA so demanding?
Is MSAA 8× worth it?
Which games still use MSAA?
Sources
FPSHQ Team · methodology · methodology · Updated
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