![metro last light benchmark utility metro last light benchmark utility](https://www.legitreviews.com/wp-content/uploads/2015/06/metro1280.jpg)
I am interested to see the impact in many areas. I haven't delved into the SSAA options for Tomb Raider or Sleeping Dogs yet, but it's on my list. I have played the the game with 4XSSAA 1440P (Internally rendering 5K) and it uses less than 1.8GB of VRAM. One thing to add about Metro LL, is that if you do decide to use SSAA, don't worry about VRAM usage. The key differences are that the Hellbreath does more damage when fully. The Tihar and Hellbreath have rather similar performance statistics, and are quite similar in utility. In Redux version, the Hellbreath remains as an obtainable but rare weapon. It cannot be disabled, so you with have no choice to use it in conjunction with SSAA. The Hellbreath was a cut weapon in Metro: Last Light itself, but it returned in the DLCs. It's a proprietary AA, that 4A uses in their engine. Metro LL uses another form of AA called AAA.
![metro last light benchmark utility metro last light benchmark utility](https://beebom.com/wp-content/uploads/2018/10/Ryzen-7-2700-Metro-Last-Light.jpg)
#Metro last light benchmark utility 1080p
It's likely that running Metro Last Light 2XSSAA 1080p with a R9 290X would be feasible. Move it down to 2X SSAA and you are rendering the game at 2688x1512. Just think, if you turn up SSAA to 4X 1080p you are internally rendering the game 4K (3840X2160). SSAA is the best looking AA option, but it's the most performance hungry as well. I can't say that I have seen much of the crawling or shimmering effect with it but like you, I definitely notice it with MSAA. The performance impact with it at SMAA 1x is higher than FXAA, but less than 2X MSAA. OP, have you tried injecting SMAA with a utility like Radeon Pro? I personally find SMAA to be a great AA alternative vs. Using a combination of FXAA and MSAA can sometimes reduce the impact because of the extra blur it introduces, although personally I hate blur. TXAA works in a few games and actually its pretty good at eliminating the shimmer, but its Nvidia only and its only in a small number of games. I wish I could give you a solution but I can't. 4k helps but it doesn't eliminate the issue and certainly wont be the end of monitor pixel density scaling. All of this is solving for the huge pixels we have on todays screens, and the only way to eliminate it complete is for the screens to be about the same size as they are today but have a vertical resolution somewhere around 12,000 (instead of 1080). Its simply not an easily solved problem, even SSAA has artefacts and patterns that are caused by the algorithm itself. Realistically to get the performance you do today you wouldn't probably need 4 cards, and the latency would be much larger. So while its possible in games that really aren't hard to render the games you are listing are not exactly going to be amenable to this level of antialiasing. The challenge you face is that super sampling anti aliasing is extremely taxing, 4x as taxing as just normal rendering. I know how you feel, I hate the choice of shimmering verses blurry with todays cheap Antialiasing methods.