you won't notice
That would be one reason, short of implementing a software solution. I don't think it is known sans NDA whether Hollywood even has good support for MSAA to begin with (sample rate, samples per cycle...). But at such a low rendering resolution, 2xMSAA would be pointless due to the fewer possible number of steps and the simplistic sample pattern. If by "extensive AA" you meant at least 4xMSAA, then probably not likely; that is >4x the framebuffer memory, the Z/AA sample rate/bandwidth required, etc...Maybe because of memory constraints?
I don't think it is known sans NDA whether Hollywood even has good support for MSAA to begin with (sample rate, samples per cycle...).
No it wasn't. The N64 relied on sorting of the polys and then doing some intelligent alphablending of the edges while rendering. As such it was much closer to "real" AA. That method just isn't feasible with the polygon counts of today though.The N64 used edge AA which is basically that blurring effect using the Z-buffer that Squeak talked about.
There are two realistic ways to do any kind of usable ingame AA on Wii.
One is the old multiple-render thing, where you render the scene nudged half a pixel around the axis of the vanishing point in two, four or more directions and then alphablend.
This method has the advantage of being highly adaptable and scaleable. If the one scene is more complex than another, and the renderer can see it won't have time for the multible renderings of the whole scene, only the objects in most need of AA, according to a predefined prioritization list, will get the treatment.
No it wasn't. The N64 relied on sorting of the polys and then doing some intelligent alphablending of the edges while rendering. As such it was much closer to "real" AA. That method just isn't feasible with the polygon counts of today though.
You're saying even the PS3 and 360 can't handle it?