CocosSharp : MultiSample Anti-Aliasing

Its time to dive deep into CocosSharp and talk about internals of it.For those who are new or hearing about CocosSharp for the first time.Here's a quick Intro

CocosSharp = .NET Port of Cocos2D Engine + Core from MonoGame.

further Simplifying
COCOSSHARP = COCOS(2d) + (C/F)SHARP

This is my way of digesting- CocosSharp is a game engine which provides technology for making cross-platform games.

As soon as you hit the first line of code, you see this
application.PreferMultiSampling = false;

Ok, I see that there is an application object and you are setting its property PreferMultiSampling of type boolean to false.But why should we do this ?

MultiSampling is an anti-aliasing technique, which is also shortened as MSAA (MultiSample Anti-aliasing) and in the above line we are not preferring multisampling in our game.

Why is this ?

Before answering this , I have to explain you about aliasing and how it impacts the game look and feel

Aliasing occurs when rendering a high-resolution signal (such as a sharp edge) at a low resolution (such as in a render target with a fixed number of pixel locations.
Antialiasing smoothes sharp edges by partially rendering to neighboring pixels or in an other way removes jaggies or stairCase effect from your video game in real-time making them appear smoother.

Observe Jaggies on the edges.

This technique is also called multisampling because each pixel value can be the result of multiple samples.In our case, as we are targeting mobile or hand-held devices for our game , enabling multisampling may have a large impact on performance.

2D games generally doesn't use heavy or high resolutions sprites (Assets) as they have to be rendered on a screen which may be smaller in size or the distortion is negligible.So anti-aliasing aka MSAA is not required in this case and so we are setting it OFF or false.

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