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No, the 360's architecture isn't well suited for how the anti-aliasing is done on the PS3. Of course the task will be split across different SPUs as this makes sense. However some people don't seem to understand those used SPUs aren't reserved specifically for just implementing anti-aliasing. This should be evident to anyone taking a look at Killzone 3, how the Killzone 2 game engine was technically structured and the extra tasks now running on the Cell's SPUs.

The benefit of implementing anti-aliasing on the Cell's SPUs IMO especially regards flexibility (apart from freeing up resources for the GPU) and thus far better options for addressing aliasing issues, this like I tried to explain to the "developer" in the past and I think the end results actually look amazing in games such as God of War 3 and Killzone 3. Eurogamer a long time after this discussion wrote:

"The fact that the God of War III MLAA operates on SPU has some very specific advantages - the Cell's satellite processors are far more flexible in terms of how they can be programmed, leading some to believe that GPU implementations will struggle to match the quality level. " while discussing the use of MLAA on PC/360.

The above reads as if they read my comments from yesteryears which finally got them thinking, but with enough know-how they could have come to these insights many years ago like I did before it actually got implemented in modern games.

Also to clarify further with regard to my previous comment, regarding technical potentials IMO don't take the perspective of a random games developer for granted. Creativily talented people can create awesome games in a game like LittleBigPlanet 2 but that doesn't per se make them an expert on how the underlying technology operates, they have a perspective on the tools they are provided with.



Naughty Dog: "At Naughty Dog, we're pretty sure we should be able to see leaps between games on the PS3 that are even bigger than they were on the PS2."

PS3 vs 360 sales