I'll bet Nvidia will counter with MLAA support in their drivers. And then their rivalry will push up the MLAA quality to new heights.
http://www.neogaf.com/forum/showpost.php?p=23995596&postcount=354
I dont think it looks very good in HL2, I guess different game have different result.
Does a good job on some edges (tops of the buildings are great, posts look good, sign on the building etc), not so well on others. Is the performance nearly free?
It's actually a very good one, it shows how MLAA doesn't really work on pre-filtered images.Some comparision shots from '3D Center Forum' with no AA, MLAA with ATI GPU.
Dead Space.
No AA.
http://www.abload.de/img/1xaabnya.jpg
MLAA.
http://www.abload.de/img/morphpnbe.jpg
Maybe not a so good comparision
I asked Remedy if they were going to look into MLAA or other Anti-Aliasing techniques.. This is what Markus had to say:
http://forum.alanwake.com/showpost.php?p=111126&postcount=22
MarkusRMD said:For Alan Wake, MSAA was the best way to go, and at least I haven't heard of other 3d engines that have been able to combine deferred rendering with MSAA, and thus may have needed to go towards the post-processing AA solutions.
LittleBigPlanet and Killzone 2 at least have 2xMSAA and deferred rendering, but I don't know if any Xbox 360 games have both.Say what? I can count off a few engines that can do that, and surely he is more knowledgeable than me.
Are there no console UE3 games that use MSAA? I know UE3 supports MSAA on PC, so I assumed it worked on consoles..
UE3 only defers shadows. It's otherwise just a forward renderer.
STALKER, Metro 33, Trials HD, Starcraft 2, etc. There's a whole set that do lighting deferred in a middle pass (so-called "light pre-pass" variants) that really count as "fully" deferred in this context as well.Oh. What would be an example of an engine that is "fully deferred" ?