Half-Life 2 AA Follow-up
There's a different trick you can use with hardware, such as NVIDIA's, that doesn't support centroid sampling. Basically you trade off some pixel shader bandwidth to clamp the texture coordinates so that you don't sample texels outside of that polygon's lightmap sub-rect.Between these two approaches, multi-sample anti-aliasing artifacts should be a non-issue for any DX9-level hardware running Pixel Shader 2.0.
3) How will this look?
We'll release one of the demo movies with the anti-aliasing artifacts in and one with the anti-aliasing changes.