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# Multisampled Anti-aliasing For Almost Free — On Tile-Based Rendering Hardware

**[Android Developers](https://daily.dev/sources/andev)** · 9 min read · 0 upvotes · 0 comments

## Summary

This post discusses the implementation of multisampled anti-aliasing (MSAA) on hardware with Tile-Based Rendering (TBR) architecture. It explains the benefits of using MSAA and provides guidance on how to achieve it efficiently on both Vulkan and OpenGL ES platforms.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://medium.com/androiddevelopers/multisampled-anti-aliasing-for-almost-free-on-tile-based-rendering-hardware-21794c479cb9>

---

Tags: [#vulkan](https://daily.dev/tags/vulkan)

[View this post on daily.dev](https://daily.dev/posts/multisampled-anti-aliasing-for-almost-free-on-tile-based-rendering-hardware-ii8gjtzpm)

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