By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Rainbird said:
selnor said:
Rainbird said:
selnor said:

Maybe because Alan Wake is the only Console game ever to have 4XMSAA it's confusing people with uber smooth edges. LOL.

Sarcasm? O_o

Of course. However it is the only game to have Full screen 4xMSAA On any console.

Some games have had 4xMLAA or QSAA I beleive. But both these mthods blur textures and are made specifically for less stress on a system. Use them on Crysis you'll see what I mean.

Even then I have know idea if those games using 4xMLAA are actually Full Screen Anti aliasing. FSAA. I also believe Alan Wake is the first FSAA game on consoles as well.

Oh thank god xD

But how is it the only game with fullscreen 4xMSAA? To my knowledge, both Siren: Blood Curse and Fight Night Round 4 (360) run with that setup.

And how does MLAA blur textures? The best example of that implemented in a console game is God of War 3, and the only noticable blur is the motionblur.

MLAA works by blending the colours either side of an edge to make the edge lines appear non jagged. It's this blending of the colours that can cause textures either side to blurr. Because the AA is adding in blocks of colour, which dont have any textures on them. If for example it was possible to see the same game with MSAA ( Like Crysis ) you can see a noteable difference. But it doesnt matter to much with a res of 720p. 1080p would be alot more noticeable.

 

EDIT: I believe FNR4 and Siren were not FS 4xMSAA. For example it was only characters in FNR4. Whereas the rest of the image wasn't. Like Gears 2: It has only got 2xMSAA on effects and transparencies. The rest has no AA at all.