F.E.A.R., or First Encounter Assault Recon, is a recent first person shooter that really got the attention of gamers. The game is powered by the Jupiter EX engine, which evolved from the Jupiter engine which was used in TRON and No One Lives Forever.
One of the highlights of the Jupiter EX engine are its per-pixel lighting effects.
F.E.A.R. contains an internal benchmark, which executes a scripted level that exposes many of the capabilities of the game engine. The particle engine, shaders, and physics all play a part in the demo, which provides a rather accurate representation of in-game performance.
F.E.A.R. - Performance Test Results
Many scenes in F.E.A.R. have the player walking between well-lit corridors and dark rooms. As such, there are areas where there is a stark contrast of lighting conditions, emphasizing the need for antialiasing to reduce the appearance of jaggies along highly-contrasting edges.
I prefer to run games with a slightly higher resolution and use as much antialiasing as I can at that resolution. I utilized 2x AA at 1600x1200 when I played through F.E.A.R., but 4x AA is a viable option at a slightly lower resolution.
F.E.A.R. - With SSTAA
SLIís effect on performance is outstanding, providing an increase of 70% in many of the tests once the CPU bottleneck is removed.