In almost all of the public VR critiques I have made, I comment about aliasing. Aliasing is the technical term for when a signal is under sampled, and it shows up in many ways across graphics (and...
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These days there is DLSS/DLAA which gets leaned on a lot its really good, but it does have its _requirements_ which you can avoid still with pretty much no quality loss given that you follow for example tips in this article properly _before_ relying on anti-aliassing. (ensure there is little aliasing, then try to mitigate, i think, is the lesson).
for me understanding 'texel space' vs 'pixel space' opens the door to think about what to do to avoid rather than cure. (its not easy so better to follow advices from the sages :D)
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