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Smaller framebuffers are mostly effects (blur, bloom), and MSAA changes how those come out, like a higher resolution would. Syphon Filter: Logan's Shadow grew a glow around its lit floor panels that the PSP doesn't have. Effects in Call of Duty: Road to Victory and Assassin's Creed: Bloodlines shifted too. A framebuffer that grows to full size gets MSAA from then on. The temporary buffer that shifts depth for offset rendering now takes the samples of the framebuffer it shifts, since they can differ. Over the frame dumps at 2x and 4x, the differences away from edges compared to no MSAA drop by a fifth and 53 dumps get closer. The one that moved away, Silent Hill: Origins' flashlight shadow, now matches the PSP; without MSAA it shows a known replay artifact there. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>