The only solutions they have, to get better performance than MSAA + Tiling on X360, is to use a smaller backbuffer that fits into the eDRAM without any tiling (1024x600 + 2XMSAA) - that wouldn't give great IQ results, but it would save BW, given that there'd be only 33% less pixels to shade -.
The other solution would be not to use AA at all, and call Motion Blur (classical screenspace vector based effect, not an accumulation buffer effect like offline renderer) and/or DOF "a form of AA". Which would be incorrect, but it wouldn't the first time.
Anyway, why should they be concerned with GPU performance issues for a HL² port?
Are they upgrading the game visually to the point of being potentially GPU bound on X360?
spdistro said:
but there are other ways of doing work to get AA aside from tiling whcih is just 1 of the options.
Such as?
How are you supposed to get a real 4XAA (or even 2XAA), MSAA or SSAA, on a 720p rendertarget without using tiling while, at the same time, obtaining better performances than what you'd get if you were using 4XMSAA and tiling on X360?
spdistro said:
memexport
MEMEXPORT, what do you want to do with that, with regards to Anti-Aliasing?
mrwilt said:
I thought tiling was essential to get "free" AA so you could spend on other effects to get visual quality?
The Xenos ROPs, thanks to the eDRAM BW, are capable of sustaining a free 2XMSAA and a low penalty 4XMSAA, but that's only concerning the framebuffer, or part of it, that is in the eDRAM.
Tiling isn't getting you free AA, eDRAM gets you that, tilling permits you to use less eDRAM to render a frame, reducing the transistor cost of the eDRAM. But tiling has obviously a performance cost; if it didn't Ati could had just as well put a very little amount of eDRAM and then increased the number of tiles necessary for rendering a full frame. The performance hit of tiling varies depending on various factor such as the geometry complexity of the scene, etc.