It looks great in a lot of respects, but I can't help but notice the aliasing. In the example scene at the top, when in motion, it probably looks like there's a snow storm going on in the foliage and on most of the wall/floor textures.<p>To me good anti-aliasing strategies is the single most important factor when it comes to graphics. I don't really care about things looking realistic or whatever, but I do care about my screen not being full of moving, weird, and distracting grainy patterns.<p>This involves more than just softening the edges around polygons. There's also textures that contain shapes and the borders in textures with transparency to think about (usually foliage).<p>My go-to solution in games with lackluster anti-alias is to just render them at a super-high resolution (4k/8k) and downscale, but that's not great for performance usually. You can compensate a bit because you won't need as much anisotropic filtering and such if you downscale, but even on expensive hardware that's not a solution in all games.<p>To get to the point: In some older games I've seen blurring (possibly due to hardware limitations) of further-away detailed textures reducing aliasing. I'd love to see that technique revived in more modern games, possible with the help of AI to detect patterns/edges on textures that may be susceptible to aliasing, and selectively running those through a filter - basically shifting the work from the artists having to design textures that don't create artifacts to something automatic.<p>In general good AA tends to be a second-class citizen in many modern game engines, partly because of how their renderer is configured by default (looking at you, Unreal). I really wish it wasn't so.