TAA (temporal anti-aliasing)
Anti-aliasing that averages each pixel against its position in previous frames, using motion vectors to line them up.
MSAA samples geometry edges several times per frame and is both expensive and blind to shader aliasing. The temporal approach instead spreads the cost over time: it jitters the camera slightly each frame and blends the new result with a reprojected history buffer, so a pixel accumulates many sub-samples across frames for the price of roughly one. Motion vectors reproject last frame's colour to where that surface sits now. When reprojection fails — disocclusion, fast motion, transparency — it ghosts or smears, the technique's signature artifact. Even so, it became the default in most engines around 2015, because it also cleans up the specular and foliage shimmer that MSAA cannot touch.