curl-6 said:
Monolith used AA in XCX on Wii U, so it would stand to reason they would continue to do so on stronger hardware. Same for Tokyo EAD with Odyssey for that matter, actually. For either game to not use it on Switch would be a technical downgrade from their Wii U efforts, which would just be bizarre. The closest reference point to XB2 that we have on Switch at the moment is Breath of the Wild, a similarly massive open world title, which is 900p. |
Well from what I have seen in videos so far, XC2 does seem to be using the same AA solution. That is, the crap one that even DF marked as almost more detriment than benefit as it messed with image quality while barely helping with jaggies at all. Hopefully they can make it better before release as there are several other technical upgrades to the engine on display.
Mario Odyssey might forego AA due to the much higher polygonal complexity and higher quality texture work of the levels eating up more resources. Hard to say.
One thing they could try is varying AA levels dynamically, similarly to dynamic resolution. In fact, that may be their new strategy. Splatoon does that already, to a limitted extent.







