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D-Joe said:
Badassbab said:

I stand corrected. It uses AA early on in the rendering process so 2xAA on static objects, baked lighting and shadows etc. But not on anything else so Epic got rid of it in Gears 3 to save resources.

Also those games you mentioned cut back in other areas like motion blur, depth of field, HDR, alpha effects (or lack of).

er ok at first i thought you just talking between AA and res

wait,you're

It's not just AA and resolution that nees to fit within the Edram buffer.  Z/Stencil buffer, HDR lighting, floating points etc.