Its happening finally ;]ChristinaCoffin said:Happy that gow3 MLAA is soon part of psEDGE dev libraries so more titles have it as an AA solution for ps3 games. No magic bullet though
Its happening finally ;]ChristinaCoffin said:Happy that gow3 MLAA is soon part of psEDGE dev libraries so more titles have it as an AA solution for ps3 games. No magic bullet though
1080p and MLAA? That's a lot of SPU power right there considering 30 fps at 20ms is 0.6 SPU's at 720p. 1080p would be 2.5x more resource intensive, so about 1.5 SPU's just for MLAA alone, provided it's the same code as GOWAA. I wonder if they made the libraries available for all and not just first party.
Edit: Never mind, the MLAA code is the same as GOW3 and is only available in 720p.
I wonder if they made the libraries available for all and not just first party.
GTA4: Episodes on PS3 have a selective approach...but as Al would say selective isn't the correct term to describe it.Other question:
Is it possible to use Quincunx AA selective?
GTA4: Episodes on PS3 have a selective approach...but as Al would say selective isn't the correct term to describe it.
Is there a way to simplify edge detection by using the actual 3D model information?...
One could find edges of objects, like one would for stencil shadows, this would give you edges with sub-pixel accuracy as well.That's basically your depth buffer.
That could blur the UI though, but we haven't seen GOWAA applied to a finished framebuffer with UI, so maybe it wouldn't.The thing that interests me is that since it's a essentially a post process filter. PS3 emulation could use it for all games if a form of Cell is used in the PS4.