Why doesn't XD have antialiasing options for the render or lighting?
It's mainly technical. Many graphics processes can do antialiasing by
doing some combination of filtering and sampling at higher resolution,
and all it costs is some speed. However, for some processes it also
takes lots of extra memory. This is the case for the current rendering
methods in XD (and also Apophysis.) To do 2x oversampling in XD takes
four times the memory for the unlit picture, depth map, shadows, and
alpha channel or background picture if you use them. Historically,
since it didn't seem to have much advantage over resampling externally
other than convenience, I put it off; especially since it also needed
the lighting to be rewritten, and XD was still in an early stage of
evolution.
I have some hopes for adding antialiasing to the lighting for v2.1.
Regards,
Garth