How many games from last gen used anti-aliasing?

I know a lot of people today are complaining about the HD console's lack of AA, but how popular was AA in the previous gen. I remember being totally blown away (in a bad way) when I learned that after the N64, the PS2/GC/XB also rarely used AA. Do we have a list of which games used it? It's can't be that long, can it?
 
On ps2 Ico had 2xAA and Baldurs Gate: Dark Alliance had 2xAA or 4xAA.
There were quite many games with 2xAA on interlaced output.
 
PGR2 was 2xAA. Unreal Championship had AA until it was patched out. Can't really recall anything else though. I'd love to check out my library of 30+ games, but my Xbox 1 is dead. :|
 
Shenmue II used QAA. First time I had heard of the method since the game appeared a bit blurrier than the original Dreamcast version.

I think DOA3 and DOAU used it as well.
 
Baldurs Gate: Dark Alliance had 2xAA...
2x supersampled, so all the texturing and particle effects were antialiased too. Coming off CON (same engine) to FFX and its shimmering grasses was painful!

Edit: It'd be worth adding games that rendered <SD and upscaled. That has been the primary controvery of this generation of games, sub-HD, yet it's been said that last gen did it all the time, only no-one knew about it. Perhaps a list of upscaled games from last gen would prove the point that ignorance is bliss; what the mind doesn't know, the heart won't grieve over?
 
2x supersampled, so all the texturing and particle effects were antialiased too. Coming off CON (same engine) to FFX and its shimmering grasses was painful!

Edit: It'd be worth adding games that rendered <SD and upscaled. That has been the primary controvery of this generation of games, sub-HD, yet it's been said that last gen did it all the time, only no-one knew about it. Perhaps a list of upscaled games from last gen would prove the point that ignorance is bliss; what the mind doesn't know, the heart won't grieve over?

Well last gen the Resolution wasnt one of the main features of the consoles. This gen the PS3 and 360 market their selves as HD consoles and try to prove their selves against each other.

Also the SD TVs were satisfactory at the time and displayed whatever was necessary for our eys to see. HD TVs require HD content and resolution is more important.
 
Not only that Nesh but i think the size of users tvs have gone up and thus we are able to see the lack of fsaa easier.

i know I went from a 27 inch tv to a 42 inch tv.I paid the same $800 for both. Now you can even find 52 inch tvs for about 1k if you look around.
 
The TVs of yesteryear needed an SD image of 720x576 or whatever. The consoles had to upscale the image for output, just like now. The only difference is fidelity, in that pixel-perfect LCDs make a hash of displaying non-native images, whereas CRTs did a stellar job of displaying all low-resolution images.

More on topic, surely the XB had quite a few AA-enabled games, seeing as it had hardware well suited to it. Or was it crippled by BW such that AA was rarely enabled?
 
I'd assume more N64 and Dreamcast games used AA than Xbox and PS2. Unless we're counting a flicker filter as AA (as a lot of people did).
 
I know Final fantasy 12 on PS2 used some sort of AA atleast, no idea about other games.

Really? I remember seeing FF12 on a big screen TV and the visuals were a jagged mess. Then again, it was an HD TV at a convention. That might be the reason.

Yeah, while we're at it, how many N64 games used it? I know Mario 64 used it.
 
Cube games didn't have nearly the problems with jaggies that PS2 games did. But that was probably more due to mip-mapping than AA. I played Timesplitters: Future Perfect on Cube and PS2, and it looked a thousand times cleaner on the Cube.
 
PS2 suffered severely from texture aliasing. I don't know what edge AA methods were available across the platforms. XB had MSAA of course. AFAIK PS2 had no AA options in hardware. I believe GC had some options available.
 
I know for a fact that the Factor 5 Star Wars games had AA for the GC. I' think I also heard Star Fox Adventure, but I don't know for certain.
 
PS2 suffered severely from texture aliasing. I don't know what edge AA methods were available across the platforms. XB had MSAA of course. AFAIK PS2 had no AA options in hardware. I believe GC had some options available.

GameCube had the option of using Sub-Pixel Anti-Aliasing, whilst the Dreamcast could do either Supersampling or Plain old Edge-Based AA, like seen in some Model 3 arcade games. Xbox did mostly QAA if I remember correctly.
 
Really? I remember seeing FF12 on a big screen TV and the visuals were a jagged mess.

ff12 has a flicker filter in the options,it heavily blurs the entire image,but gets rid of most jaggies...when playing on an hdtv i prefer the crisper image when its turned off though
 
Cube has texture aliasing issues. Zelda Twilight Princess has it even on Wii, for ex. Ugly lack of mip mapping or something and it causes lots of swimming out in the distance at times.

The N64's AA (edge AA) was really good but has more coverage issues than even MSAA. Polygon intersections don't get AA for example. You can also find this type of AA in older games that ran on Rendition Verite.

It's unfortunate that Xbox didn't get more AA use considering that it can do MSAA. But as usual I'm sure the programmers didn't like the tradeoff that came with it and didn't see the value in AA over more pretties elsewhere.
 
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