The longer answer is that using straight-edged geometry to represent curves is a resolution-dependent operation, e.g. a full screen circle may need to be flattened to an 80-sided polygon.
Rasterizer can solve quadratic curves in the fragment shaders, which massively reduces the geometry needed for a scene.
Also, the native rasterizer only supports MSAA, which is inferior to reference analytic area AA.
Rasterizer can solve quadratic curves in the fragment shaders, which massively reduces the geometry needed for a scene.
Also, the native rasterizer only supports MSAA, which is inferior to reference analytic area AA.