Add post-processing in the context of web GPU and use MSAA anti aliasing

 const renderer = new WebGPURenderer({antialias:true,forceWebGL:true}) 
 const postProcessing = new PostProcessing(this.renderer);
 const scenePass = pass(this.scene, this.camera);
 postProcessing .outputNode = scenePass;

I couldn’t find an example on how to use MSAA anti aliasing when using post-processing and web GPU renderer

I think you just set .samples = something > 1 on the rendertarget, (or rendertargets in the context of postprocessing)
https://threejs.org/docs/#api/en/renderers/WebGLRenderTarget

If you set antialias to true with WebGPURenderer, this will affect post processing. There is also a separate samples parameter that allows to define the sample count. It is 0 by default but when using antialias: true, 4 is used.

Apart from that, there is an open issue that MSAA with PassNode isn’t supported for the WebGL 2 backend yet. That is a know issue and a TODO on our list.

It sounds like I can only use FXAA at the moment. When will the problem with WebGL MSA be resolved ?

You can choose between FXAA, SMAA and SSAA. There is also an experimental TRAA pass.

Sorry, I don’t know that.