I think we should ditch the in built FSAA in this game. It's aliasing detection is horrible, from my experience on 8x 1080p. There is that, and then there is the performance, it takes 2/3 of my framerate usually (but this is LFS and I get around 300-400 fps anyway).
My suggestion is that we replace FSAA with MSAA, as it is a more modern technique and in my eyes more efficient. I don't have any experience with MSAA in this game (forcing via nvidia inspector = fail), but from my personal experience from games like Underground 2, MSAA generally rids aliasing better and has around 1/10th of the framerate hit of FSAA on a similar sample level. Another advantage of MSAA is the possibility of SGSSAA (Sparse Grid Super Sampling Anti Aliasing), which is an enhanced version of regular supersampling.
I also suggest we implement these 2D AA options
SMAA is also a lightweight AA, albeit 2D, can still rid some edges (by detecting aliasing and blending aliasing pixels with surroundings), especially on low anti aliasing sample counts (2x/4x). I inject it with Reshade, but in-game support would be nice. SMAA T2X is also a nice option, although harder to implement as I think it requires DX11, and I don't really know how it works.
FXAA is another lightweight AA which is like SMAA but less precise. It can get rid of some aliasing that SMAA can't but isn't as smart as SMAA, as it pretty much just blurs most of the image.
TAA (temporal anti aliasing) is also a good option, although it isn't as lightweight as SMAA, and does nothing when there is no motion. Nvidia has an advanced version of this called TXAA, which is a collection of HQ TAA filters + MSAA (+ AMD unoptimizations), but we need their official support to implement it.
LFS doesn't have the best graphics, but I don't care much about that, as long as I feel immersed. What I do care about is my eyes, as aliasing in this game is... unpleasant.
Edit: MSAA might not be possible because of this games rendering engine, but only Scawen knows about that.
My suggestion is that we replace FSAA with MSAA, as it is a more modern technique and in my eyes more efficient. I don't have any experience with MSAA in this game (forcing via nvidia inspector = fail), but from my personal experience from games like Underground 2, MSAA generally rids aliasing better and has around 1/10th of the framerate hit of FSAA on a similar sample level. Another advantage of MSAA is the possibility of SGSSAA (Sparse Grid Super Sampling Anti Aliasing), which is an enhanced version of regular supersampling.
I also suggest we implement these 2D AA options
SMAA is also a lightweight AA, albeit 2D, can still rid some edges (by detecting aliasing and blending aliasing pixels with surroundings), especially on low anti aliasing sample counts (2x/4x). I inject it with Reshade, but in-game support would be nice. SMAA T2X is also a nice option, although harder to implement as I think it requires DX11, and I don't really know how it works.
FXAA is another lightweight AA which is like SMAA but less precise. It can get rid of some aliasing that SMAA can't but isn't as smart as SMAA, as it pretty much just blurs most of the image.
TAA (temporal anti aliasing) is also a good option, although it isn't as lightweight as SMAA, and does nothing when there is no motion. Nvidia has an advanced version of this called TXAA, which is a collection of HQ TAA filters + MSAA (+ AMD unoptimizations), but we need their official support to implement it.
LFS doesn't have the best graphics, but I don't care much about that, as long as I feel immersed. What I do care about is my eyes, as aliasing in this game is... unpleasant.
Edit: MSAA might not be possible because of this games rendering engine, but only Scawen knows about that.