As far as I know there is no possibility to use standard MSAA with deferred shading ( http://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/d3d_samples/antialiaseddeferredrendering.htm ). In this article author wrote about ‘complex pixels detection’ and I’m starting to think about it. Because I’m not a guru at 3D math I’m asking if anyone have already some sample to analyze/adapt ?
If I understand it corectly, for every fragment processed in lighting pass I need to check its surroundings and test if there are some major differences in depth/normal. And then do something called ‘super sampling’.
I’m currently making an research, I hope that someone from here have something that can help.