The majority of major new PC games are now using TAA as their principle form of anti-aliasing, and with good reason. TAA just offers the best bang-for-buck in terms of visual fidelity balanced against performance. We’re keeping Fast Approximate Anti Aliasing (FXAA) which is the most performance-efficient version, though it’s not as visually clean as TAA. It’s very performance-efficient and looks great – In fact we’re dropping Multi Sample Anti Aliasing (MSAA) altogether as it’s so performance-intensive. Temporal Anti-Aliasing (or TAA) is our headline technical feature, and it’s a big step forward for Total War. It’s one of the many things we’ve been doing since we pushed the release day back to May 23rd, and one of the reasons we’ve held off on releasing the min and rec specs. Graphics technology is no exception and we’ve been proving out some new technical features as well, testing and optimising to keep framerates high across the multitude of systems people will be playing the game on. We’ve redesigned a host of core gameplay systems, with a lot of deep-level coding to support their broadened complexity and their ability to interact with all the new features in the mix. If there’s one term we’ve used more than any other during 3K’s development, it’s ‘overhaul’.