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@ Permalite

What Siosal stated was correct:

> 4xAA is only free if the framebuffer fits into the 10mb of ram.

Virtually only free when the framebuffer fits the eDRAM.

You are correct tiling is performed when the framebuffer does not fit eDRAM, but that approach is far from "free" rendering performance wise. The constant swapping between main memory and eDRAM results in significant performance hits. Any 360 game rendering in high definition with AA on the GPU results in tiling, the higher the level of anti-aliasing, the high the rendering resolution or HDR better than the 360's HDR10 on the GPU reduces the framerate more. That's why there is no 720p native 360 game with both FP16 quality HDR combined with anti-aliasing similar to the first Uncharted game on the PS3.



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