the d3d11 option implicitly applies to d3d10 already, not entirely sure what Crysis does here to make vegetation look weird but if there are things happening like resolve before tonemapping then it's not going to help, and some things like alpha-to-coverage or exporting coverage mask in general might not be playing overly nice with this either.
Nothing extracted yet.
I was wondering if I could get SSAA running on D3D10. Tried using d3d11.forceSampleRateShading, and d3d9.forceSampleRateShading. Neither of them seemed to work at all when using d3d10, is it possible to implement on the d3d10 backend?
4x MSAA on d3d10

4x MSAA on d3d9
