Quick answer: Use a cheaper anti-aliasing method (post-process AA like FXAA or temporal) where MSAA is too costly, lower the sample count, and match the AA to the rendering path.

Anti-aliasing killing performance is an expensive AA method. Using a cheaper one fixes it. Here is how.

How to fix it

1. Use post-process or temporal AA

MSAA is expensive and does not suit deferred rendering. Post-process AA (FXAA, SMAA) or temporal AA (TAA, TSR) gives smooth edges at a fraction of the cost. Switch to these where MSAA is too heavy.

2. Lower the sample count

If you use MSAA, lower the sample count (4x to 2x) to cut cost. Each step up in samples multiplies the anti-aliasing cost, so the highest setting is often not worth the small visual gain.

3. Match AA to the rendering path

Forward rendering can use MSAA efficiently; deferred cannot. Use the anti-aliasing method that fits your rendering path, rather than forcing an expensive or incompatible one that tanks performance.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.