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

@Selnor

Actually, Remedy stated that the buffers differ in resolution and AA. Thus, even if the geometry is antialiased 4xMSAA that isn't a FSAA i.e. they aren't applying an AA algorithm to the final framebuffer, they are applying it in different amounts before composition. Please link me to the official confirmation of "everything has 4xMSAA full screen" you speak of.

As for the rest, you keep repeating yourself at this point but still aren't putting substance behind what you say.
a) Please find me a single authoritative source claiming that AW is the first 4xAA console game, or alternatively show proof than none of the 30+ listed games has 4xAA.
b) show me evidence that all MLAA techniques "blur textures" and are "far easier for a system to handle" (afaik actually one of its problems has been the computational cost, which you can overcome by parallelization). My counterexample is God of War III: look for close shot of Kratos and you'll see pixel-crisp textures and per-pixel lighting, while edges are treated by the MLAA.



"All you need in life is ignorance and confidence; then success is sure." - Mark Twain

"..." - Gordon Freeman