curl-6 said:
|
This is kind of true though the way anti-aliasing works on the Wii is that it has to be manually programmed just like advanced texture effects. Most devs do not have the knowledge or skill to do so even though documentation on how to do it is freely available...
The aliasing in Wii games was more an issue of dev laziness and cheapness. The Wii can produce every texture effect that the PS3 and 360 can assuming the dev knows how to program TEV properly. The fact is that most devs only know how to use game engines that simplified everything for them. The Wii had few of those and most of them were far from optimal.
The best I saw was the Lair engine followed by the Mario Galaxy Engine, then the Unleashed Engine that was used in Sonic Colors and the Quatum 3 engine. Most of these were proprietery, however, so they were of no benefit to other devs.