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Forums - Sony - Saboteur's unique PS3 anti-aliasing (up to over 16x/spu driven)

@Loud white box I'll take that but still doesn't change the fact that it's poorly written as it can easily be interpreted incorrectly, has spelling errors, and is a lot of text but not that much information. If it was written differently I'll admit I would've taken it more seriously, but as it stands it looks like writer of the article still scratches his head when he hears the word jaggies. As for the PS3's AA abilities, any multiplatform game that has this ability I will buy on PS3, yes 16XX AA is cool. I quoted Squilliam "Article is Stupid" for a reason, the article is stupid that's a fact.

As for Killzone 2 AA, no I don't know, I'm not a tech savvy person and I never claimed to be, the last machine I built was a computer 8 years ago, I play the violin as my job. Technology is not my forte, but I do have 22/20 vision and I can easily see that KZ2 is smooth as a baby's ass, while the Saboteur makes my eyes bleed.




-=Dew the disco dancing fo da Unco Graham=-

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Yeah, impressive tech.
The CELL power.



Wow the difference is amazing.



Yeah, but in this game I guess the 360 wasn't using AA.  Interesting to see a full 4x AA stack up against the supposed 16x-equivalent on PS3.  At any rate I think it would be awesome just to see it in bunches of future PS3 games.



Dgc1808 said:
That's cool but as for the game itself, in both pictures the 360 had better colors imo. In the first picture the 360 version also looked like it had much better detail.

Yeah thats right tho, some picture and things looks better on 360. While article is interesting, the technic is not enough developed yet. At the end im not sure which version looks better. It really depends at what you are looking. Nice to see developer trying to use the SPUs for someting. Picture reminds me of some other game where edge was smoother on 360 but color better on PS3 (batman AA).



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Dgc1808 said:
That's cool but as for the game itself, in both pictures the 360 had better colors imo. In the first picture the 360 version also looked like it had much better detail.

what have we learnt about colors.... (hint, think MW2)



If anyone is really interested and actually wants to learn more about it, Beyond3d is already having a go at this new post process effect.

http://forum.beyond3d.com/showthread.php?t=55634&page=5

Anyone extremely tech savvy can even check the pdf on how it all works, though if you were that savvy you probably could already find said info...I'll be sticking to B3D.

http://visual-computing.intel-research.net/publications/mlaa.pdf




-=Dew the disco dancing fo da Unco Graham=-

Loud_Hot_White_Box said:

Yeah, but in this game I guess the 360 wasn't using AA.  Interesting to see a full 4x AA stack up against the supposed 16x-equivalent on PS3.  At any rate I think it would be awesome just to see it in bunches of future PS3 games.

There's no AA at all in the 360 or PC versions. It's 16x AA vs 0x AA. The big question running in my head is why Pandemic would create a new full scene AA for PS3, but at the same time not implement any AA in PC, or take advantage of 360s super cheap MSAA. Another question is why make a FSAA for PS3 for a game that barely looks better than Mercs 2...




-=Dew the disco dancing fo da Unco Graham=-

Grahamhsu said:
Loud_Hot_White_Box said:

Yeah, but in this game I guess the 360 wasn't using AA.  Interesting to see a full 4x AA stack up against the supposed 16x-equivalent on PS3.  At any rate I think it would be awesome just to see it in bunches of future PS3 games.

There's no AA at all in the 360 or PC versions. It's 16x AA vs 0x AA. The big question running in my head is why Pandemic would create a new full scene AA for PS3, but at the same time not implement any AA in PC, or take advantage of 360s super cheap MSAA. Another question is why make a FSAA for PS3 for a game that barely looks better than Mercs 2...

That's what I said, in this game there's no AA for 360.  The next sentence probably should have read 'It will be interesting to see...' etc.

And yeah, one wonders how much this SPU AA technique requires...does it pull down other elements of the game construction?



Grahamhsu said:
Loud_Hot_White_Box said:

Yeah, but in this game I guess the 360 wasn't using AA.  Interesting to see a full 4x AA stack up against the supposed 16x-equivalent on PS3.  At any rate I think it would be awesome just to see it in bunches of future PS3 games.

There's no AA at all in the 360 or PC versions. It's 16x AA vs 0x AA. The big question running in my head is why Pandemic would create a new full scene AA for PS3, but at the same time not implement any AA in PC, or take advantage of 360s super cheap MSAA. Another question is why make a FSAA for PS3 for a game that barely looks better than Mercs 2...

I was wandering all the exact same thing. The title is average but they develop something this unique for it? Also why only PS3 and nothing special on the others?