I like the mention of MadVR. A while back I was wondering if staircase effect could be mitigated using its filters. In older games with shader injection to integrate hardware antialiasing a viable option, 2xSSAA gave me the effect I was looking for: clear pixels and only blurring where there would be the staircase effect. If I could, I would place an analytical filter after the blend stage of 2xRGSSAA in post processing. That would be my best bet, although more advanced goals of mine would have been to replace quad helper pixel oversampling "staircase effect" right from the start. I don't know about computer graphics, but I don't think vertex is such a limited resource to be compromising all later pixel stages - they are now calculated at unified shaders anyway. Just nip the problem in the bud, if there are no quad oversampling artifacts, there won't be a need for postprocessing analytical filters to correct that problem in a high-level stop gap solution anyway. I don't know... maybe, consider it. Perhaps the numbers will prove it is less overhead to throw quad shading down into the junkpile as a whole.