Murakami
Regular
Stardust HD with the latest patch.A very nice trade off, though, given what Warhawk's game play is like.
Don't know of another 4xMSAA game on the PS3, myself.
Stardust HD with the latest patch.A very nice trade off, though, given what Warhawk's game play is like.
Don't know of another 4xMSAA game on the PS3, myself.
A very nice trade off, though, given what Warhawk's game play is like.
Don't know of another 4xMSAA game on the PS3, myself.
And the aliasing along car seams is a great example of why 4xMSAA shouldn't be the universal benchmark for console IQ.GT5P has 4xAA too.
And the aliasing along car seams is a great example of why 4xMSAA shouldn't be the universal benchmark for console IQ.
Well racing games will have a lot of sub pixel edges to deal with I won't count on MLAA much when it comes to racing games.
I dunno, because the Aphrodite sex scene in GOWIII and the environment in which it took place (downloadable from Gametrailers btw, I think) was pretty damn bright and colorful with lots of clean and clear edges/contrasts, and the image quality still held up admirably, nary a jagged edge to be seen.GOW3's colour palette (= dark, darker, darkest) allowed it to have a generally 'stable' contrast. Very few instances of starking contrast (black-white, red-green etc...). This of course makes it a little harder to catch the jaggies, even if it had no AA. Same for KZ2, but in that case QAA blurs everything so much that the jaggies is the least of our problems!
We can also mention - for the 10000th time, i think there's a memory loss issue on these boards - that effectiveness of AA on the IQ varies so much according to the game because of colour palettes, contrast in different scenes and yawn i'm already bored.
GOW3's colour palette (= dark, darker, darkest) allowed it to have a generally 'stable' contrast. Very few instances of starking contrast (black-white, red-green etc...). This of course makes it a little harder to catch the jaggies, even if it had no AA. Same for KZ2, but in that case QAA blurs everything so much that the jaggies is the least of our problems!
Uncharted 2 had a less 'forgiving' contrast for its AA method. It still looks pretty clean but the variety in colours and contrasts - which gives the game its amazing look in its own right - makes it harder to hide the jaggies, especially with a measly 2xAA @ 720p.
Now, some vitamin B6 for everyone!!
I have seen the E3 demo of GOW 3 and the jaggies are really evident here in the high contrast moments or under the light effects, or even in more different situations...
MLAA is better with high contrast edges than other methods because the algorithm is all about finding edges and smoothing them, and high contrast edges are easier to find! And unlike MSAA, MLAA works on the tonemapped LDR buffer so won't interpolate HDR values outside the final dynamic range.I have seen the E3 demo of GOW 3 and the jaggies are really evident here in the high contrast moments or under the light effects.
The E3 demo uses 2xMSAA ... ! Only the final retail game uses MLAA.
I dont think I like MLAA on KZ3. It gives the helghast a "groty CG" look imo. They should focus on other parts of the graphics. Killzone was always about looking grainy anyway.
Pre alpha... however my doubts is: if no one knew MLAA has those flaws how many people would have noticed those?I think the KZ3 MLAA still has a fair ways to go...sub pixel issues seem more apparent to me than in GOW3: