News Intel will retire rarely-used 16x MSAA support on Xe3 GPUs — AI upscalers like XeSS, FSR, and DLSS provide better, more efficient results

I don't know why we care about Redditor opinions for news articles, but, the lack of MSAA in most games has little to do w/ the performance-cost (it's not that much more expensive than the more complicated temporal techniques), but rather mainly to do w/ its incompatibility w/ deferred shading techniques, which have dominated the games industry since like 2010.

The "incompatible w/ transparency" isn't strictly true either (but there are certainly complications), and it's actually quite amusing/ironic considering that deferred-shading itself pairs quite poorly w/ transparency, in a way that's (imo) significantly worse in terms of performance and/or appearance, versus a simple absence of MSAA ("absent" meaning strictly in the transparent portions).

As an aside: the reason deferred-shading had become dominant at that time is because it allowed for negligible per-light cost for dynamic lighting (at least, for shadow-less lights), versus traditional forward-shading which scales quite poorly w/ dynamic light-count (4-ish being the conventional peak).

However, "clustered-forward" shading catches up to deferred-shading w/ regards to dynamic-light cost, and doesn't suffer from many of the same limitations/difficulties that deferred does (ie. transparency, MSAA). The two main reasons (that I see) for clustered-forward not being widely-used is 1. complacency/tech-lag and 2. many screen-space techniques make use of the G-buffer that deferred provides.
 
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I don't know why we care about Redditor opinions for news articles, but, the lack of MSAA in most games has little to do w/ the performance-cost (it's not that much more expensive than the more complicated temporal techniques), but rather mainly to do w/ its incompatibility w/ deferred shading techniques, which have dominated the games industry since like 2010.

The "incompatible w/ transparency" isn't strictly true either (but there are certainly complications), and it's actually quite amusing/ironic considering that deferred-shading itself pairs quite poorly w/ transparency, in a way that's (imo) significantly worse in terms of performance and/or appearance, versus a simple absence of MSAA ("absent" meaning strictly in the transparent portions).

As an aside: the reason deferred-shading had become dominant at that time is because it allowed for negligible per-light cost for dynamic lighting (at least, for shadow-less lights), versus traditional forward-shading which scales quite poorly w/ dynamic light-count (4-ish being the conventional peak).

However, "clustered-forward" shading catches up to deferred-shading w/ regards to dynamic-light cost, and doesn't suffer from many of the same limitations/difficulties that deferred does (ie. transparency, MSAA). The two main reasons (that I see) for clustered-forward not being widely-used is 1. complacency/tech-lag and 2. many screen-space techniques make use of the G-buffer that deferred provides.
This is a solid comment that explains things better than the article