Well I just read all 51 pages of this topic and I have a few questions and comments.
1. We see many PS3 games (MGS4, DMC4) which use temporal AA, do any 360 titles use this form of AA?
If not, why? Wouldn't games like Halo 3 with no AA, benefit from temporal AA, which doesn't tax memory like traditional AA.
Forza 2 definitely did, at least initially. Not sure if its still like that.
2. Killzone 2 is the PS3's current poster boy with regards to graphics. Is this mainly due to its use of deferred rendering, which helps it stand out amongst other PS3 exclusives/ports by playing to the PS3's strengths?
ie using deferred rendering, helps negate the PS3's memory disadvantage to the 360, due to its more efficient rendering process (as you're only shading the visible portions of the scene)
I was about to mention Killzone as an example where you can see that joker's point about first party titles is valid, insofar as that at least early versions show some blur happening at lower resolution showing probably a bandwidth limit.
If this is the case is Deferred Rendering a viable option on the 360? Has it been done before (not just deferred shadows as in UE3), is it more optimal than forward rendering on the 360?
This has actually been discussed before. It seems to be harder on the 360, because of the way tiling works and the limits there are on using the EDRAM, and the combination of the two. If I remember correctly, one of the reasons is that you need to get the image back from the EDRAM for some parts of the pipeline.
Now if I understand it correctly, if you would use deferred rendering, you would need more movement to and from the tiled EDRAM. There is an issue with the Unreal Engine in this respect, which because part of its pipeline is deferred, can't use EDRAM/Tiling to the fullest, which is why only just now the first UE3 games are starting to get some AA (usually no more than 2xAA).
3. Tiling on the 360, is this more or less the best method of rendering for the system, (as it allows the 'free' AA benefits of the 10MB edram).
Why don't more 360 titles, both multiplatform and 1st party titles like Halo 3 use it.
Is it significantly harder to implement? Or does using tiling make PC/PS3 ports harder, and is ditched?
There are different things at play here. One is my point above, but early on Tiling wasn't well supported in the devtools. And for Halo 3 you also have to understand that they probably had to lock down on the rendering engine early, and so decided to go for extra color depth instead.
:skipped a whole bunch that is too off-topic and inflammable:
The dearth of technically excellent 360 exclusive devs is MS's biggest problem on the graphics front.
Let's just simply say here that your biggest strength is often also your biggest weakness. Very early on, it was surmised that Sony's hardware and software strategy would eventually lead to more games that would make the most of the hardware, favoring PS3 exclusive development. On the other hand, the 360's approach was considered to bring in more and better multi-platform support.
I think we're starting to see rather clearly that both strategies work, but for now the 360's works better. As we are getting further in the cycle Sony's strategy is paying out more, but already it is clear that the 360's approach was the smarter one in terms of gaining market-share (and that Nintendo outsmarted them both). I personally feel that the PS3 is getting the better exclusives, just as I expected, but this is a purely personal opinion not worthy of discussion here, only at best if we can determine that the PS3 exclusives show that PS3 ports only stay behind because of multi-platform development issues, and not because the titles can't be done on the hardware in principle.