bɪkˈʌz mˈʌltaɪsˈæmplɪŋ kˈælkjʊlˌeɪts ɪntˈɪɹiɚ pˈɑːlɪɡˌɑːn fɹˈæɡmənts ˈoʊnli wˈʌns pɜː pˈɪksəl, ˈeɪliəsɪŋ ænd ˈʌðɚɹ ˈɑːɹɾɪfˌækts wɪl stˈɪl biː vˈɪzᵻbəl ɪnsˈaɪd ɹˈɛndɚd pˈɑːlɪɡˌɑːnz wˌɛɹ fɹˈæɡmənt ʃˈeɪdɚɹ ˈaʊtpʊt kəntˈeɪnz hˈaɪ fɹˈiːkwənsi kəmpˈoʊnənts.
Because multi-sampling calculates interior polygon fragments only once per pixel, aliasing and other artifacts will still be visible inside rendered polygons where fragment shader output contains high frequency components.