I have a question as to how to use multisample anti-aliasing (MSAA) on Direct x 12. I was unable to find an example on the web.
What I've seen around is that is not possible to directly enable MSAA on the swap chain. A separate multi-sampled texture needs to be used for rendering and after resolved on the swap chain.
But how to properly create a multi-sampled render target texture?
How to resolve a MSAA texture to screen?