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kn said:
HappySqurriel said:
kn said:
If HW AA is indeed possible on the Wii, why didn't we see it in SMG or SSBB? (Or even in Wii Sports for that matter)?

I'm certain now that I'm seeing it in Okami... Very certain. Interesting to say the least.

Antialiasing was used in both of those games ... The Wii and Gamecube both use hardware based 4xAA which greatly reduces the quantity and noticeability of most aliasing but doesn't completely eliminate it.

 I don't know, Happy.  Perhaps they are using 4xAA, but I've got a 42" LCD and I'm not seeing ANY AA on SMG.  Perhaps it is there and I'm not seeing it but if it is there, I'd argue that it is 2xAA at most.  On my 42", near horizontal lines have HUGE jaggies and I don't see any sofenting whatsoever on them.  Is there some technical data somewhere you can point me to?  I'm not saying you are wrong because, frankly, I just don't know, but I'd love to see something written about how Nintendo's hardware handles AA and what titles are using it...

 

Nintendo took the technical specifications for the Wii off of their webpage, but the image processing functions can still be found:

Image Processing Function: Fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Virtual Texture Design, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear Filtering, Ansitropic Filtering, and Real-time Hardware Texture Decompression (S3TC).

All I can say about what you're seeing is that the aliasing from Wii and Gamecube games is dramatically less noticeable than the early PS2 games that didn't have antialiasing; it is (likely) 4xAA which is far from perfect, in particular at lower resolutions it is far less likely to adequately solve the alaising artifacts.