   DX10: Deferred rendering + AA
  I'm sure this has been asked many times, but I need to confirm what i know. :D  I've read several posts/sites about this problem, and it looks like that you need to create MSAA G-Buffers, do your rendering with the g-buffers, create a pixel shader that samples these MSAA render targets/loops through them/average color values. Is there any other way to do deferred rendering AA besides this technique?  Any reference material that i can read? (internet/books)thanks in advance   
  That's the basic gist of it.  You basically need to supersample in the lighting shader if you want correct results.  Ideally you'll use some sort of optimization (dynamic branching, stencil cull) to prevent your shader from shading all of your sub-samples for every pixel.Humus has a sample here you can look at, and there's also an article in ShaderX 7.   ;  There is another method however i'm not allowed to publish it. Think on the formats involved and what the AA actually does.   