selnor said:
noodson said:
I didn't say u can't do 4xMSAA ...i said u have to tile (wich is a big hit in general performance), but alan wake doesn't have 4x multi sampling it's a temporal AA and it would no way be the first game with such IQ as u claim it is.
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It's confirmed as FACT from Remedy that Alan Wake has 4x Multi Sampling Anti Aliasing. It is the first console game to have Full 4xMSAA. Any game before has only done 4xMSAA on just polygons. GT5P for example only does AA on the cars and hands in cockpit mode. A reason why the scenery looks jaggy as hell. Remedy explain everything about the engine. EDRam chip is quite extensive at 500mhz clock speed and the equivelant of 64mb DDR3. EDRam is extensively alot quicker than DDR3, especially considering it's internal like Cache to.
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You don't know what u are talking about..do u know what's exactly an eDRAM?? U say it's clocked at 500mhz it's the Xenos clock not the embended ram (hopefully) it's just some bandwith between the rop for rasterization.
And LOL of course it's faster than GDDR3, a 10MB chip of edram cost the price of a 256MB chips of GDDR3, it's not even the same purpose.
It's a choice of architecture, it's not better or worse, it's just different and imply different approch of rendering.
It's not confirmed at all, they talked about 4xAA, we can't tell from the screen since they are supersampled and
and once again NO it's not the first game that could use that kind of filtering. U misinterpreting a lot of thing, MSAA don't clear shadowmaps or everything displayed in alpha (quincunx does btw with some blurring in conterpart). It's a totally different problem, high frequency artefacts can't be resolved by high samples filtering like MSAA only.
Another example of 4xMSAA on PS3 : Heavenly sword.
On multiplatform : Full auto (SEGA) is 1080p 4x MSAA
Afro samurai is 720p 4xMSAA
On 360 chronicles of Riddick has 4xMSAA
Just some examples..