It would be great to added the new MLAA technique in the future.

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In short, MLAA is a shape-based anti-aliasing method that uses post processing filters to reduce aliasing. Like the SSAO, MLAA can be hand-coded in a 3D app or added in graphics drivers.

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What are the advantages of MLAA over MSAA?

* For similar quality, it is considerably faster, one order of magnitude in the PC case.
* For consoles, where the MSAA sample count is limited due to hardware restrictions, it allows better quality.
* It enables the usage of anti-aliasing in conjunction with Multiple Render Targets, which is specially useful for deferred engines.
* It can provide better quality when HDR is used, as anti-aliasing is performed after tone mapping.
* Anti-aliasing quality can be dynamically adjusted on the fly, depending on the available resources at each frame.
* MLAA is not incompatible with MSAA: this leads to hybrid MSAA-MLAA approaches.


Here is the MLAA in action:

[video:youtube]http://www.youtube.com/watch?v=Z8UG7g8NRcw[/video]



Some helpful links:
http://www.realtimerendering.com/blog/morphological-antialiasing/
http://www.iryokufx.com/mlaa/index.html


Regards, Robert

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Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

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