What would cause reshade to think msaa is being applied to a games depth buffer (unity game) but the game devs have said its not using any form of msaa on anything , and is there anything i could do on my end to figure out a way around it or rule out some possible issues causing it.
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If the log file says so, then it's enabled. Even if the game developers didn't do that intentionally. Unity enables 2x MSAA by default on quality level "Beautful" and higher, you have to disable it explicitly (see docs.unity3d.com/Manual/class-QualitySettings.html).