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A far better approach would be to forgo accuracy and implementing Sample Shading Super Sampling based on hacked in MSAA support to any given game. (Yes I know this is probably unrealistic and unfeasible given the constraints of trying to emulate the 360) https://github.com/GPUOpen-LibrariesAndSDKs/SSAA11 This is AMD's version of Nvidia's Sparse Grid Super Sampling. It handles all aliasing in the scene and not just geometry and works on both GPU vendors. (In DirectX 11 at least) SGSSAA can be hacked into DX9 ports of 360/PS3 era games on Nvidia GPUs. (Using compatibility flags built into the driver for MSAA support) Regardless of whether the game uses forward rendering or deferred lighting/rendering.
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