The SMAA post-processing example is by far the best antialiasing method in my tests, but it's extremely complex and I'm worried that most-likely it's not WEBGL-1.0, so it won't run on older PCs and devices at all. Anyone knows what version is it?
And what is the actual load on GPU, is there a tool to inspect the milliseconds per frame? Relying just on dropped framerate is next to useless.
You can use the SMAAPass
with WebGL 1. WebGL 2 is not even supported by three.js
. Looking at the respective shader code, I would say it should also compile on older hardware.
I don't have any concrete performance measurements but I can guarantee that this pass will add noticeable overhead to your application, especially on mobile devices.
three.js R92