Games like Deep Rock Galactic have every reason to use MSAA but don’t anyway because game engines decided it was unnecessary, and small devs like that can’t be arsed to maintain their own implementation.
Also textures and normal maps don’t need anti-aliasing because they will already have it baked in. Shaders are a similar situation where any aliasing will be situational and should be handled by the shader itself. (If it even makes sense to do so)
Games like Deep Rock Galactic have every reason to use MSAA but don’t anyway because game engines decided it was unnecessary, and small devs like that can’t be arsed to maintain their own implementation.
Also textures and normal maps don’t need anti-aliasing because they will already have it baked in. Shaders are a similar situation where any aliasing will be situational and should be handled by the shader itself. (If it even makes sense to do so)