Also I don't think WAW or MW2 have full res buffer on any platform.
I seriously doubt it. AB is a visually very simple game, if it lacks AA on PS3 I would expect it to be entirely due to lack of development time, and/or effort.
What I meant to say is that 360 version of WAW did had higher reso alpha buffer than PS3 ver. but that doesn't necessarily means 360 ver had full res buffer. Its probably half res on 360 vs quarter on PS3. Also, MW2 used identical buffer across both consoles, which was probably a half res buffer again.Check the pics I linked or other WaW fire pics at Eurogamers comparison. There's clearly something going on there.
That's not strictly true. If you search for threads with titles including 'eDRAM' in them, you'll see a few threads discussing the hardware design choices. There's nothing wrong with a, "what are the advantages of eDRAM?" thread that considers the pros and cons of dedicating some silicon from functional units over to local storage. What gets the threads closed are morons who can't debate rationally and can't stay on topic, killing the thread. The mods then just bury it, but all execution is achieved by those who partake.effect of EDRAM on multiplatform games in the sense of xbox360 versus PS3 (because this automatically results in a closed thread !!)
ya what I meant, FP16 on PS3 and lindbergh, so those version of the games has no AA at all. Im pretty sure the arcade version I saw of HOTD4, VF5 never have any MSAA. And PS3 version of those games being a direct port.
FP16 HDRR needs more VRAM and more bandwith. So I don't think there are games which use FP16 HDRR (FP16 for all four channels).
Viva Pinata is 2xaa and iirc uses the tesselator for terrain details. Banjo and Dead or Alive 4 are also 2xaa. I can't remember if Kameo had any AA.Also note how most X360 exclusive titles aren't doing anything like this... Devs either concentrate on something else (Bungie), use a mostly multiplatform engine (Epic), or don't have the budget (almost everyone else).
Or there's Forza, what kind of AA is there on top of 60fps and HDR, 2x or 4x? Then there's Fable which is IMHO let down by the less inspired artwork...
or don't have the budget (almost everyone else).
Hm this is what I thought as well sometimes. But this would imply that it is not effortless to get the most out of EDRAM (comparable to getting the most out of CELL!?)
This thread is wierd. Devs have to use the EDRAM. You can't not use it, as far as I know. I don't think you can bypass the EDRAM.
No one stated that you either can use EDRAM or you can completely ignore it?!?!?
Every dev has to use it!
The question is if you are doing "only" AA+transparencies or if you are using EDRAM for stuff it was not originally intended for like mentioned in the DF Sebbi interview, with Trials HD seems to be one of the rare exclusive games on Xbox360 using fancy EDRAM stuff.
One can only write into EDRAM, not read from it.I remember that before they said they could do post-process inside EDRAM itself.
If this is true, maybe this is what they mean by more EDRAM utilization.
One can only write into EDRAM, not read from it.
This means that most post-processing techniques are done from main memory as texture reads and written into a new buffer within EDRAM. (lots of reads vs single write)