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Ultibankai said:
selnor said:
JaggedSac said:
Where did you read that Halo:Reach was using 4xAA, I have not heard that.

Secondly, Rare's engine that they created for Viva Pinata and used in BK:N&B is pretty darn good as well. Uses tessellation.

Based on the trailer that was ingame it's confirmed 4xMSAA. When asked, Bungie replied " Thanks to EDRam ". Also tessellation is impressive, but MSAA is astonishing to see 4xMSAA on consoles.KZ2 for instance uses 2xQSAA. QSAA has less than half the performance hit of MSAA but as a downfall blurrs textures alot. Which is why although MSAA is harder for a system to handle it's always the best option to go with if your PC or cnsole can handle it. Uncharted 2 is the only PS3 game to use MSAA. It uses 2xMSAA but not for shadows or effects.

Incorrect.  GT5:Prologue has 4xMSAA when running in 720p.  That's all I wanted to say... continue.

The AA in GT5p and supposedly in GT5 is only on the cars. Have you read the amount of complaints of jaggies in GT5P? They are everywhere on the net. Many places like Digital Foundry and Beyond 3d also reckon that AA being in GT5P is one reason why the scenery detail is low. You have to remeber to do MSAA requires alot of resources, processing power plus memory. Possibly a reason for only 120hertz physics?

However I'm talking about complete 4xMSAA ( shadows, textures, polygons etc. ) AA is quite complex.