curl-6 said:
Pemalite said: I'm surprised consoles haven't moved to SMAA, it's actually cheaper than FXAA AND it doesn't blur the entire image. (It's all just a screen filter in the end.) I reckon' the WiiU, Playstation 4 and Xbox One will continue on with these shader-based anti-aliasing methods, but throw it onto one of the CPU cores instead, some tasks are hard to make parallel, so might as well use a CPU core for extra features such as that and keep the GPU resources to make other pretty things. Personally, I love SSAA anti-aliasing, however the costs of me using it when I'm already running games at 7680x1440 is stupidly massive, can only use it with fairly old games, consoles have no hope in using it. :(
|
Shin'en did state on twitter a few weeks ago that they "don't see any problems" with using SMAA on Wii U.
|
There wouldn't be.
Pretty much *any* modern shader based GPU can use it.
You *could* in theory run it on the very first Xbox via it's Shader Model 1.0/1.1 hardware with a few loop backs to get around the limited shader lengths.
Otherwise, throw it on the CPU, the WiiU isn't *that* underpowered it can't run simple screen filter based anti-aliasing methods. :P