Intel is phasing out support for 16x Multi-Sample Anti-Aliasing (MSAA) in its upcoming Xe3 graphics generation, marking a significant shift towards more efficient, AI-accelerated upscaling and advanced sampling techniques.
According to engineer Kenneth Graunke, in a recent Mesa driver commit, “16x MSAA isn’t supported at all on certain Xe3 variants, and on its way out on the rest. Most vendors choose not to support it, and many apps offer more modern multisampling and upscaling techniques these days. Only 2/4/8x are supported going forward.” This change has been integrated into the Mesa 25.3-devel branch and is being back-ported to earlier 25.1 and 25.2 releases.
The decision to discontinue 16x MSAA support is due to its diminishing relevance and high performance cost. Historically, MSAA provided cleaner edges by sampling geometry multiple times per pixel, but it incurred a significant performance penalty, especially in complex scenes, and struggled to smooth transparencies or shader artifacts effectively. Experts suggest that 16x MSAA has not been genuinely useful for approximately a decade, and its “brute-force” approach is considered impractical for modern rendering.
In contrast, contemporary technologies like Intel’s Xe Super Sampling (XeSS), AMD’s FidelityFX Super Resolution (FSR), and Nvidia’s Deep Learning Super Sampling (DLSS) offer superior anti-aliasing, resolution upscaling, and image reconstruction capabilities with significantly less GPU strain. These AI-powered upscalers can also operate in native anti-aliasing modes, enhancing image quality and outperforming traditional temporal anti-aliasing (TAA) methods in reducing flicker and preserving detail.
Intel’s XeSS is designed not only for upscaling and frame generation but also delivers advanced anti-aliasing across the entire frame. Its latest Software Development Kit (SDK) is notable for its vendor-agnostic support, working on Intel, Nvidia, and AMD GPUs, thereby providing developers with a unified approach to integrating advanced sampling and latency optimizations.
The move to drop 16x MSAA is driven by the recognition of diminishing returns from ultra-heavy MSAA, coupled with the increasing quality and efficiency of temporal and AI-powered alternatives. Many modern game engines, particularly those using deferred rendering, often disable higher MSAA levels due to these limitations. User feedback also supports this trend, with many reporting that while MSAA was once “great,” newer techniques now offer superior visuals and smoother performance.
By restricting supported MSAA levels to 2x, 4x, and 8x, Intel aims to streamline driver maintenance and encourage developers to adopt contemporary upscaling pipelines. For Linux gamers and developers using Iris Gallium3D or Vulkan (ANV), this signals a clear shift towards leveraging XeSS, FSR, DLSS, or open standards like TAA and smart post-processing for high-quality anti-aliasing, rather than relying on brute-force multisampling.
This strategic shift aligns with broader industry trends, particularly as Xe3 GPUs are expected to launch alongside the Panther Lake CPU family. The deprecation of legacy MSAA highlights a move towards more AI-driven solutions and away from brute-force rendering. This could prompt engine architects to optimize for hybrid anti-aliasing strategies, such as combining XeSS with TAA, and prioritize motion clarity and performance headroom for demanding workloads like real-time ray tracing or virtual reality. Such a change could mark a turning point in how Linux graphics drivers approach image quality, emphasizing that the future of anti-aliasing lies in smarter, more adaptive methods rather than simply increasing sample counts.




