Just reading up about this, and apparently it works in situations where MSAA doesn't (like multiple render targets, deferred shading etc). This guy has ported it from a CPU Technique, to a GPU technique.
http://www.iryokufx.com/mlaa/#faq
http://www.gamedev.net/community/forums/..._id=583531
http://igm.univ-mlv.fr/~biri/mlaa-gpu/MLAAGPU.pdf = theory
MLAA = http://www.iryokufx.com/mlaa/images/results.jpg
MSAA off = http://www.abload.de/img/1xmsaau5qm.png
MSAA 8x = http://www.abload.de/img/8xmsaaeusl.png
There is a OpenGL HLSL implementation as well at http://tridemax.blogspot.com/2010/06/mor...asing.html
God of War 3 uses MLAA = http://forums.godofwar.com/t5/God-of-War...866#M19074
Quote:Multisample anti-aliasing (MSAA) remains the most extended solution to deal with aliasing, crucial when rendering high quality graphics. Even though it offers superior results in real time, it has a high memory footprint, posing a problem for the current generation of consoles, and it implies a non-negligible time consumption. Further, there are many platforms where MSAA and MRT (multiple render targets, required for fundamental techniques such as deferred shading) cannot coexist. The majority of alternatives to MSAA which have been developed, usually implemented in shader units, cannot compete in quality with MSAA, which remains the gold standard solution. This work introduces an alternative anti-aliasing method offering results whose quality lies between 4x and 8x MSAA at a fraction of its memory and time consumption (see below). Besides, the technique works as a post-process, and can therefore be easily integrated in the rendering pipeline of any game architecture.
http://www.iryokufx.com/mlaa/#faq
http://www.gamedev.net/community/forums/..._id=583531
http://igm.univ-mlv.fr/~biri/mlaa-gpu/MLAAGPU.pdf = theory
MLAA = http://www.iryokufx.com/mlaa/images/results.jpg
MSAA off = http://www.abload.de/img/1xmsaau5qm.png
MSAA 8x = http://www.abload.de/img/8xmsaaeusl.png
There is a OpenGL HLSL implementation as well at http://tridemax.blogspot.com/2010/06/mor...asing.html
God of War 3 uses MLAA = http://forums.godofwar.com/t5/God-of-War...866#M19074