One of the more unfortunate coincidences in recent PC gaming has been the rise of deferred shading, coming as it has during an awkward transition from DX9 to DX10. Forced to support the former by poor adoption of the latter, games like GTA IV, Dead Space, Stalker and Crysis have discovered the ruinous cost of achieving natural light through deferred rendering: a severe lack of anti-aliasing. DX9 simply can’t do it properly, forcing most to resort to crude edge detection and blurring to simulate it, to arguably worse effect. No game suffers this quite as much as Fuel, the post-historical open world racer from Asobo Studio.
The solution to the deferred lighting problem is one developers and (particularly) publishers don’t like to talk about, yet it’s one the PC does so very well: brute force. In this short guide, we’re going to give Fuel the nitrous it deserves, unlocking the magic of deferred rendering in its vast and turbulent landscape.

Does this not work on win7 x64? I have the regular version of this (not steam) and I do not have a registry entry for Fuel. I can get the game into a window, mess with the debug menu, but the supersampling is a no go for me.
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Downsampling is a good idea, however this does not seem to work, properly. FUEL seems to crash at the resolutions that may bring the results you show. bumping the resolution to a few notches above my native worked fine, other than ruining the kerning on some fonts – but i didn’t really see any improvement.
i suppose i’ll leave taking good screenshots to when i’ve got money to burn for several GPU’s and multiple CPU’s.
I know this is old but in case anyone else runs into the problem that spork had, I figured it out.
The -W needs to be outside the “” in SecuLauncher.exe when setting the target. As for the reg. key, you need to right click on FUEL instead of left clicking and you should see the “Video Resolution” key off to the right now. Took me a while to figure out such simple mistakes I was make but figured it out in Win7 (64bit).