The Performance Fix That Accidentally Solved Anti-Aliasing

A few weeks ago I ran into a frustrating problem in the Untold Engine.

Thin geometry would shimmer noticeably on Apple Vision Pro, and no matter what I tried, I couldn't get the results I wanted. I experimented with SMAA, explored a few other options, and eventually reached a point where I wasn't sure what to do next.

So I stopped working on the problem.

Instead, I focused on performance.

What happened next surprised me.

A renderer optimization led me down the path of implementing Tile-Based Deferred Rendering, and somewhere along the way I realized that the architectural changes might finally allow me to use MSAA in the engine.

This video is the story of how a performance project unexpectedly became the solution to a completely different rendering problem.

Building a game engine is funny sometimes. You spend weeks looking for an answer in one place, only to discover it while working on something else entirely.

If you're interested in rendering, engine development, and the lessons learned while building the Untold Engine, consider subscribing for future devlogs.

Untold Engine is a Swift + Metal renderer and engine focused on XR, streaming, and real-time rendering for Apple platforms.

Untold Engine: https://github.com/untoldengine/UntoldEngine

If you enjoy engine development, rendering architecture, XR rendering, or graphics programming, consider subscribing.

Harold Serrano

Computer Graphics Enthusiast. Currently developing a 3D Game Engine.