curl-6 said:
Do you have a source for MK8 having no AA? It likely uses edge detection AA like Nintendo's other first party titles. And the lack of MSAA (though some Wii U games do use it) isn't Wii U's fault; the console just happened to come out when MSAA was being displaced by FXAA. |
Well i m able to take a look at a screenshot ? (a real framebuffer one captured directly from the console). There s a couple in this thread and they all lack any form of anti-aliasing.
For instance (720p / no AA)
http://static.giantbomb.com/uploads/original/8/82063/2632969-wiiu_screenshot_tv_01baqx7.jpg
Also nothing "replaces" MSAA. FXAA are heuristic type of algorythm, they don't perform any supersampling, it's terrible in a lot of situation cause it doesn't treat all parts of the rendering and some geomety in particular and blur the whole image (but it's cheap in rendering time about 1ms). MSAA will always be usefull and never be "displaced".. (that's one thing i hear a lot on forum). Having AA or not is usually related to bandwidth (moving supersampled early buffer in and out takes some), so eDRAM could have helped a bit with the WiiU, but the system DDR3 is really too slow (and small bus) to afford it, as no first party title feature any.
SMAA is a (way) more refined FXAA but should be joined by MSAA for really good results. (customed one seen in Ryse and Infamous for example)







