I’ve got a bunch of walls constructed of 4-vertex, 4-face detail brushes that occasionally yield some ugly, aliased shadows between brush seams when lit from a certain angle.
q3map2 -skyfix -meta -samplesize 4 -v
q3map2 -vis -saveprt -v
q3map2 -light -fast -samples 3 -gamma 2 -compensate 4 -v
The above switches produce the following:


Adding -filter to the light stage disguises the effect to some extent…

…but maybe there’s a better solution out there?