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mantlepiecek said:

That is not MLAA, that is DLAA and is different, much inferior to MLAA, and funnily enough the PS3 version  had the better AA in that comparison.

DLAA is better, doesn't take away CPU resources so you don't have to make sacrifices like linear games, don't see the point of less aliasing if your only going to tear more and have lots more slowdown

mantlepiecek said:

Weaker GPUs? PS3 wasn't even going to have a GPU. GPU isn't the only thing that helps the graphics on the PS3, and if you didn't know that, then you are pretty much very weak in knowledge regarding the PS3.

i did know that, thats why i mentioned the weak GPU -  cells not proving much good for anything except MLAA these days, and now they're doing it on Xbox 360 with superior results, not that they'd need to, there are more 4xMSAA xbox 360 games then there are 2xMSAA PS3 games

 

mantlepiecek said:

MSAA is inferior to MLAA depending upon the times. 8x MSAA is considered to be equal to MLAA, and the PCs are starting to use it as well, ATI graphic cards are doing it but not as well as MLAA on the PS3. That should tell you something about the PS3's architecture.

nope, MSAA is still the best, which is why it is so expensive, MLAA destroys image quality and lighting and has hideous artifacting, it's a step up from quincunx and thats it

mantlepiecek said:

 That should tell you something about the PS3's architecture.

ibm cancelling any future development on cell tells me everything i need to know about PS3 architecture (it has no future) - this is confirmed by Sony using a symmetric CPU in the NGP

besides anyone serious about doing AA on PC is going to go with SSAA, then MSAA, the only reason to go with MLAA is if your graphics card isn't up to it