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retroking1981 said:

I have noticed this even with the Wii. Mario 64 and Wave Race 64 on the Virtual Console for example look amazing and much clearer and sharper than on the N64. I would also like to point out they dont have jaggies

I just find this very frustrating. Im not a graphics whore at all (hell I spent last saturday having an Atari 2660 night with a few mates) but the 2 things I hate are jaggies and pop-up and I think that they have no right to still be popping up in modern games.

This is because the output resolution of those N64 games was 320 x 240 but the Wii has a default output of 640 x 480 which gives an AA-like effect.

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...

Both of these problems are not so much about devs being lazy but tradeoffs in some form.  I'll explain a little more below.

Jaggies: This is a problem with angled objects having a staircase appearence on their edges.  This can be visibly reduced by either an increase in resolution (naturally this can only be done up to the highest output resolution of a console and also the limits of your TV/monitor) or with anti-aliasing features (but it eats up system resources).

Being able to apply AA by a developer can be difficult if the developer is already taxing certain aspects of the system.  It's not simply a matter of getting off their asses and writing the AA code into the game.  If they've already pushed things to a certain point, AA simply can't be used without encoutnering slow down.  Which brings us to ....

Slow Down:  Slow down occurs when the system has difficulty rendering a scene with fluid frame rates.  Frame rate is the balance what the system can do at full speed and how much you are pushing it.  For simplicity sake, let's say the system can render 100 polygons, 10 textures and 2 effects at 60 frames per second.  If you tried to up that to 200 polygons, 20 textures and 4 effects, you might only get 30 frames per second.   As you can see, no matter how good a developer is, if they push the system too hard, it is impossible to always have high frame rates.  And with today's games that have many moments with huge explosions, lot sof sudden physics calculations, etc...you can easily see why at times a game might slow down.   OR they could have simply pared back on how awesome that scene was to keep things are 30 or higher frames per second.  Game engines play a huge role in this as well. 

As you can see, even with the most powerful of computers or consoles, we can and likely will still encounter slow down.   Jaggies may eventually be done away with thanks solely to increases in resolution (unelss you have a very, verly large monitor/TV).  



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