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> This was true for Direct3D 9 but 10+ allow you to bind the depth/stencil buffer as a texture, although there is the caveat that you can't have it simultaneously bound as a texture and as a render target.

Missed that one as I have been mostly playing around in DX9 and only a bit of DX10.

There is the case of the billboarded or partly transparent texture. The z-based edge methods will not work in these cases as you render them with z-write off. Meaning, atleast in those cases, FXAA is a clear winner over both MSAA and z-based edge detection.



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