| MikeB said: The GPU/EDRam provides significant bandwidth issues, this due to tiling on the 360. To add AA to a 720p game, the 360 has to split data to the main RAM, resulting in far less efficiency (add 16FP HDR and you'll get unacceptable results). This 360 main RAM is shared by the GPU and CPU, unlike what is the case on the PS3, so more main bandwidth on the PS3 (seperate buses). The XDR is also faster to work with, especially relevant with regard to the CPU, which requires low latency to get the most out of. The two big texture quality related advantages the PS3 has over the 360 when tapping its full potential, is Blu-Ray disc (high quality textures take up a lot of space) and the Cell is far more powerful for procedural synthesis of textures.
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Tiling isn't a problem unless the game has significant vertex loads as tiling increases these loads by a factor of 1.7-2*. Furthermore the developer can selectively apply AA to whichever tiles he wants, so for example a game like Fallout 3 has a lot of far off buildings which fit easily into their own seperate tiles and these have a lot of straight edges which can have AA applied to them.
As for memory bandwitdth on the PS3, try taking off your blinders... I hope you noticed the low resolution particles in the explosions (KZ2), or the 1/4 resolution particles in games like Motorstoms.
Lastly, gotta love how the PS3 makes such lovely textures due to Blu Ray/Cell etc and then covers them in a Quincunx AA smear. 
Tease.







