Realistic Deferred MSAA implementation
Deferred MSAA, always has been a good problem. In the spatial anti-aliasing domain, MSAA is still the swiss-army knife, handle almost all the case.
Some other post-processing methods like nvidia’s FXAA, AMDs MLAA, or DLAA. FXAA is rather pleasing in many cases as well, especially if you are a video game developer, as long as your rasterization implementation does not screwed up. But for the case like grass rendering, fur rendering, when you have many layers of thin line, FXAA will fail you. Just like the pixels annotated in the image below.