WereKitten said:
Sigh. You just quoted the paper I linked to. I obviously read it and understood what it said and even stated in my post "Blending pixel colour data at pixel scale is what all AA techniques are about". The point is what do you blend and how much detail you preserve. On the other hand, you mixed up morphological with morphing and you kept repeating that MLAA blurs textures, whereas the whole point of being, well, morphological is to blend edges but not the fillings. Plus, once again: you claim that no console game before AW has done 4xMSAA. There's many sources on the contrary, I even linked to a synopsis of the results from B3D. Either show evidence that every one of those 30+ games is not doing 4xMSAA or you're just talking emptily. And this is not about AW's overall visual quality nor even less about its overall game qualities, stop trying to turn this into "ps3 versus 360". It's me against pseudo tech talk. |
Come on man. They have FNR4 as listed for 4xAA. But they refrain from saying anything aout FNR4 only having 4xMSAA on characters. Or Gears 2 just syays 2xMSAA. Gears 2 only has 2xMSAA on effects and transparencies according to Epic.
Again I say Full Screen for AW has never been done. Foliage, shadows, geometry, textures etc etc. Remedy have confirmed everything has 4xMSAA Full screen. No other game does full screen MSAA. I know MLAA has been done, but can blurr textures and is far easier for a system to handle.







