I'm sure this has been discussed but I can't seem to find it so, sorry.

Prior to 3.2 the way to render to texture using an FBO with multisampling would be render to a multisampled render buffer then blit that buffer to another FBO with a texture attached.

I'm thinking about using multisampled textures instead now but I have a question from a preformance point of view.

It seems that I need to average the samples myself in a shader. Am I really better off doing 4-16 texel fetches per fragment? In my mind it seems a blit would be faster.
Sure, I could just implement it and run some timings but hoping someone could save me some time and address this if they know.


Thanks.