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MikeB said:

@ Permalite

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.


I assume you didn't read my post so I suggest you visit that link and read my post again in it's entirety.

Another advantage of the Xbox 360 and the use of MLAA is that it can be used in conjunction with the eDRAM daughter die (With it's logic, 4x AA is essentially free) so you can do a regular AA pass on the image, then... You can also perform MLAA.
Remember MLAA is just a Post-Processing effect, there is no need for dedicated hardware to perform the effect.

Think of it as a picture you have in Photoshop, then with a brush you go around all the edges of the objects in the picture and blur the edges, it's essentially a more advanced version of that, and a GPU can actually do it incredibly quickly.
Consequently however, some games are better to use MLAA in than others, games with allot of contrasting shades of colours are well suited to MLAA.

It's also able to work in conjunction with regular AA and can be run on a Graphics cards programmable shaders, or via Software... A-la the PS3.

In the PS3's case however, it makes sense to run it on the CPU, as it's more GPU limited than CPU limited, whilst the Xbox 360 is the reverse as it's more CPU limited than GPU limited.
The PC is a no Brainer, the GPU's there are beasts, might aswell take advantage of all that parallel processing that is available.



--::{PC Gaming Master Race}::--