Slownenberg said:
Really? That's funny. I remember it being a big deal on N64, although later on it seemed like some people hated on anti-aliasing because it blurs things slightly. Can't say I never ever noticed the lack of it on Switch. Games look good enough these days to not notice I guess. |
Depends on how the AA is handled.
On the Nintendo 64 you had edge-detect AA with a checkerboard subpixel offset pattern which was actually fairly performant and showed decent results.
However there was also a Blur-filter in some games such as Quake 2, which smoothed the image somewhat, then the console would again apply a second horizontal blur over the image, resulting in a very muddy looking image.
And I think this multiple levels of AA is what turned Nintendo off AA to begin with... However it's not 1997 anymore, AA even filters/morphological AA has come leaps and bounds, plus Nintendo is using Tegra, which is based on PC graphics technology, which has had decades of AA development to achieve the best performance/visual enhancement.
The lack of AA is a sore sticking point for Switch titles visually, it does require extra processing time, so I get why developers opt not to use it as it impacts battery life and means cutbacks need to be made elsewhere. (I.E. Resolution/Framerate.)

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