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>> No.9198703 [View]
File: 412 KB, 1920x1080, OS6AG0D_dithering.jpg [View same] [iqdb] [saucenao] [google]
9198703

>>9197321
A lot of that comes from modern engines using deferred rendering where everything, even down to lighting, is a glorified screenspace effect. Because of the screenspace nature of Deferred rending, doing transparency is pain that'll quickly kill performance. It's also the reason why MSAA has been absent.
>>9197362
The problem is that temporal effects just ghost and blurr the shit out of the image to the point where the N64 looks crystal clear in comparison.

>> No.8882798 [View]
File: 412 KB, 1920x1080, OS6AG0D_dithering.jpg [View same] [iqdb] [saucenao] [google]
8882798

>>8882514
Modern deferred rendering can't into transparencies (not without a significant performance penalty) either. It seems as though realtime 3D rendering regressed technologically when deferred shading became a thing.

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