I don't think the grainy look had anything to do with QAA. If anything MLAA would make the image sharper and if there is any grainy look, it would be increased according to the increase in sharpness.
A triangle smaller than a pixel. the rendered pixel needs to be an average of this triangle and the triangle behind it, which needs sampling of both surfaces. The more samples, the more accurate the representation of the subpixel-triangle's coverage.Sorry guys for the noob question:
what do you mean with subpixel?
I'd rather have them do QAA again instead of MLAA... just too many railings,fences,wires to cause the issue. Atleast this is one game where the blur would help the look as well.
That was one of the reasons KZ2 graphics weren't so eye-catchy for me. I think MLAA on KZ3 makes sense if you can appreciate the little details better, and since it's a pre-alpha they have time to improve the potential flaws over time.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.
While certainly MLAA helps in making a sharper image, Guerilla seems very fond of blurring the screen to hell every change they get (which is about every two seconds) so QAA actually would be more suited to the graphics style.
There is no way around it, atleast a way that's practical with the current hardware...from it, I mean aliasing on sub pixel edges.and since it's a pre-alpha they have time to improve the potential flaws over time.
Yes, because QAA uses 2 samples per pixel same as 2xMSAA.Doesn't QAA have a higher impact on the RSX VRAM bandwidth than MLAA?
Yes, because QAA uses 2 samples per pixel same as 2xMSAA.
Right. So MLAA could be useful just for shifting load around on the PS3, even if the graphics style wouldn't necessarily seem to call for it.
It seems like the next HD gen might be really boring for graphics programmers, given the fixed resolution requirements of HDTV displays.
But that's a different thread.
Definitely. The GOW crew called it a gain in terms of trading GPU for CPU, as has Media Molecule.Right. So MLAA could be useful just for shifting load around on the PS3, even if the graphics style wouldn't necessarily seem to call for it.
Its strange but I don't actually notice dynamic DOF in KZ2 while playing. Whenever I use the iron sight I should get a depth of field effect with the out of focus areas being blurred subtly but that certainly wasn't the case in KZ2. The only place where I notice something like DOF is the blur on teh gun itself. I did saw DOF in cutscenes though.At least DoF needs to be back.
Borderlands has thrown up issuse with DOF for me. You can be shooting at someone and the engine decides they are out of focus. Suddenly they and the damage you deal gets blurred into a mess. I think this has caused some eyestrain as I try to focus on an out-of-focus target. I don't recall any issues with U2 though, so it's probably just a poor implementation failing to set the right focal distance.The sharper (and higher quality) MLAA treatment may make sense in this context. Then in 2D KZ3, apply more post processing as required, like L.Scofield suggested. At least DoF needs to be back.
A triangle smaller than a pixel. the rendered pixel needs to be an average of this triangle and the triangle behind it, which needs sampling of both surfaces. The more samples, the more accurate the representation of the subpixel-triangle's coverage.