Original Post
check out this screenshot : http://ve3dmedia.ign.com/ve3d/image/article/698/698899/vista-delay-impacts-crysis-release-20060328062524952.jpg notice the wierd silhouette on the edges of the chains (bottom), I think it is due to a bug in deferred shading, cuz I have encountered the exact same bug in my deferred renderer, the problem is actually with the texture reads from G-Buffer that doesn't match quite well with the screen quad and has precision problems. another thing is that the shot has no anti-aliasing, which is really easy to do on the forward renderer, unless it is some kind of deferred shading technique which is incompatible with AA. any opinions ?