Nuvendil said:
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. |
I don't recall DF criticising the AA used in XCX.
Miyamotoo said:
SM3DW also have some kind of AA few other Wii U games, same could be expeted for some Switch game, for instance seems that Arms also have some kind of AA. But for much more demanding games they usually don't use it, MK8D, Zelda BotW and Splatoon 2 are latest examples. Yes, but at end Zelda BotW was port from Wii U and was made on first place with Wii U hardware on mind, Xenoblade 2 will be made with Switch hardware on mind. I wouldn't take Zelda BotW as example of Switch possibilities. |
Botw is still the best frame of reference we have for XB2 thus far, simply because there aren't any other complex open world games on the system yet.
So far on Switch, Nintendo have wisely chosen to be flexible in regards to resolution, such as using 900p in ARMS splitscreen and dropping to 864p in Splatoon to ensure a locked 60fps. This is a better approach in my opinion than chasing 1080p at any cost.







