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zarx said:
curl-6 said:

One of the devs of Conduit 2 who used to post on gamefaqs told me that the game didn't use AA because it would be too much of a performance hit with so many effects already running.

I'm pretty sure Red Steel 2, FAST Racing League, and Monster Hunter Tri use AA though, they're the least jaggy 3D Wii games I can think of.

It's mostly because of the limited framebuffer, the Wii has the same 3MB frambuffer/texture cache as the Gamecube, but the Wii uses a higher resolution for widescreen rendering.  While the GPU is capable of 3-sample AA, doing so requires more memory for the framebuffer which means devs ether have to lower the resolution, or use a tile bassed solution where the game renders a section of the screen, moves it into VRAM, and then renders another section and then when all the tiles are rendered they are moved back into the framebuffer. The extra time it takes to move the tiles too and from VRAM means you have a lot less time to actually render each frame for the same framerate.

That seems an odd oversight in the system's design. Did they just go cheap on eDRAM, or did they not think AA would be used much?

And was I right about those games using AA? What other Wii games use it? I'm actually curious now if it requires such a performance hit.

 

 

DieAppleDie said:
R: Racing had the worst aliasing i have seen in a game, it absolutely ruined the fantastic grafix it had

jaggies pop up and framerate slowdowns are things that should have been eliminated in the previous gen, but devs...you know....are fucking lazy and always choose the cheap path...

What's "R: Racing"?