In DirectX Raytracing, I see that the results are typically written to a UAV. What if I want the output antialiased (specifically MSAA)?

For draw call outputs, I would create multisampled render targets and resolve them to the buffer of my swap chain.

When creating my output resource, multisampled resources cannot allow unordered access. Do I have to do something like using compute shaders to perform antialiasing manually?


Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Browse other questions tagged or ask your own question.